예제 #1
0
        protected override void CountDownRepeatCallBack()
        {
            base.CountDownRepeatCallBack();

            TeamRightWndItem item = this.gameObject.GetComponent <TeamRightWndItem>();

            item.SkillIconImage.fillAmount = (fOriginalTime - fCurTime) / (fOriginalTime);
        }
예제 #2
0
        protected override void CountDownCompleteCallBack()
        {
            base.CountDownCompleteCallBack();

            TeamRightWndItem item = this.gameObject.GetComponent <TeamRightWndItem>();

            item.TimeCountText.gameObject.SetActive(false);
            item.DieMask.SetActive(false);
        }
예제 #3
0
        public void ShowOtherTeamReliveTime(int nReliveTime, int nSlotID)
        {
            if (IsOutOfOtherTeamArray(nSlotID))
            {
                return;
            }

            TeamRightWndItem otherTeamItem = m_ArrayOtherTeam[nSlotID];

            otherTeamItem.DieMask.SetActive(true);
            otherTeamItem.gameObject.SetActive(true);
            otherTeamItem.TimeCountText.gameObject.SetActive(true);
            otherTeamItem.TimeCountText.text = nReliveTime.ToString();

            otherTeamItem.gameObject.GetComponent <OtherTeamReliveCountDown>().StartCountDown(nReliveTime, 1.0f, 1.0f);
            nOtherTeamDieSlotId++;
        }
예제 #4
0
        public void ShowMyTeamReliveTime(int nReliveTime, int nSlotId)
        {
            if (IsOutOfMyTeamArray(nSlotId))
            {
                return;
            }

            TeamRightWndItem myTeamItem = m_ArrayMyTeam[nSlotId];

            myTeamItem.TimeCountText.gameObject.SetActive(true);
            myTeamItem.DieMask.SetActive(true);
            myTeamItem.TimeCountText.text = nReliveTime.ToString();
            myTeamItem.HPBar.gameObject.SetActive(false);
            myTeamItem.MPBar.gameObject.SetActive(false);

            myTeamItem.gameObject.GetComponent <TeamReliveCountDown>().StartCountDown(nReliveTime, 1.0f, 1.0f);
        }
예제 #5
0
        public void SetOtherTeamItemViewShow(int nSlotId, int nHeroId, int nLevel)
        {
            if (IsOutOfOtherTeamArray(nSlotId))
            {
                return;
            }

            TeamRightWndItem otherTeamItem = m_ArrayOtherTeam[nSlotId];

            //if (otherTeamItem.HasPlayer)
            //{
            //    return;
            //}

            //otherTeamItem.HasPlayer = true;
            otherTeamItem.gameObject.SetActive(true);
            otherTeamItem.HeroIconImage.sprite = USpriteManager.Instance.GetSprite(USpriteManager.ESpriteType.EST_HeadPortrait, WndID.WND_ID_WAR_TEAMRIGHTVIEW, 1, 6, nHeroId);
            otherTeamItem.LevelText.text       = nLevel.ToString();
        }
예제 #6
0
        public void SetMyTeamSkillIcon(int nCoolTime, int nSlotId, ref bool bFirstLearn)
        {
            if (IsOutOfMyTeamArray(nSlotId))
            {
                return;
            }

            TeamRightWndItem myTeamItem = m_ArrayMyTeam[nSlotId];

            if (nCoolTime <= 0)
            {
                if (bFirstLearn)
                {
                    myTeamItem.SkillIconImage.fillAmount = 1;
                    bFirstLearn = false;
                }
            }
            else
            {
                myTeamItem.gameObject.GetComponent <MaxSkillIconCountDown>().StartCountDown(nCoolTime, 0.5f, 0.5f);
            }
        }
예제 #7
0
        public void SetXpSkillFireEffect(int nSlotId)
        {
            if (IsOutOfMyTeamArray(nSlotId))
            {
                return;
            }

            if (dicOldUEffectParam.ContainsKey(nSlotId))
            {
                return;
            }

            TeamRightWndItem myTeamItem = m_ArrayMyTeam[nSlotId];

            UEffectParamBase param = new UEffectPrefabParam(_eType: UEffectPrefabType.UEPT_UTeamRight_XpSkillFire, _tfAttachParent: myTeamItem.HeroIconImage.transform);

            UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectPrefab, ref param);

            dicOldUEffectParam[nSlotId] = param;
            UEffectPrefabParam paramPrefab = (UEffectPrefabParam)param;

            paramPrefab.EffectGameObject.transform.localPosition = new Vector3(0, 0, 0);
        }