private void Effect(CommandTag commandTag) { SkillTypeTag skillType = skillManager.GetSkillTypeTag(commandTag); if (!printEffect.Contains(skillType)) { return; } SkillNameTag skillName = skillManager.GetSkillNameTag(commandTag); Dictionary <SkillComponentTag, EffectData> compInt = skillManager.GetSkillEffect(skillName); SkillComponentTag[] sortedComp = SortComponents(skillType, compInt); string comp; string effect; SkillComponentTag current; for (int i = 0; i < sortedComp.Length; i++) { current = sortedComp[i]; comp = skillManager.GetSkillComponentName(current); effect = skillManager.GetSkillEffectName(current, compInt[current]); SearchText(uiCurseText[i]).text = comp; SearchText(uiCurseData[i]).text = effect; } }
private void Canvas_World_FailedVerifying(object sender, FailedVerifyingEventArgs e) { SkillNameTag tag = skillManager.GetSkillNameTag(e.UseSkill); string skillName = skillManager.GetSkillName(tag); SearchText(UITag.Modeline).text = GetText(UITextDataTag.UseSkill, skillName); }
private void SkillName() { UITag[] ui = new UITag[] { UITag.QText, UITag.WText, UITag.EText, UITag.RText }; for (int i = 0; i < ui.Length; i++) { SearchText(ui[i]).text = skillManager.GetSkillName( skillManager.GetSkillNameTag(ui[i])); } }
private void SkillFlawEffect(SwitchGameModeEventArgs e) { SkillNameTag skillName = skillManager.GetSkillNameTag(e.CommandTag); Dictionary <SkillComponentTag, EffectData> compInt = skillManager.GetSkillEffect(skillName); int index = 0; Text uiText; Text uiData; string effectName; string effectData; foreach (SkillComponentTag sct in orderedFlawEffect) { if (compInt.ContainsKey(sct)) { uiText = SearchText(orderedUIText[index]); uiData = SearchText(orderedUIData[index]); effectName = skillManager.GetSkillComponentName(sct); effectData = skillManager.GetSkillEffectName(sct, compInt[sct]); uiText.text = effectName; uiData.text = effectData; index++; } } }
private void Canvas_PCStatus_Middle_EnteringAimMode(object sender, EnteringAimModeEventArgs e) { SearchText(UITag.SkillText).text = "Skill"; SearchText(UITag.SkillData).text = skillManager.GetSkillName( skillManager.GetSkillNameTag(e.CommandTag)); }
private void Range(CommandTag commandTag) { SearchText(UITag.RangeText).text = "Range"; SkillNameTag skillName = skillManager.GetSkillNameTag(commandTag); SearchText(UITag.RangeData).text = skillManager.GetSkillRange(skillName).ToString(); }
private void VerifySkillRange_VerifyingSkill(object sender, VerifyingSkillEventArgs e) { int[] markerPos = aimMarker.GetComponent <MetaInfo>().Position; int[] pcPos = pc.GetComponent <MetaInfo>().Position; int distance = GetComponent <Distance>().GetDistance(pcPos, markerPos); PCSkillManager skillManager = pc.GetComponent <PCSkillManager>(); SkillNameTag skillName = skillManager.GetSkillNameTag(e.UseSkill); int skillRange = skillManager.GetSkillRange(skillName); bool canUseSkill = distance <= skillRange; if (!canUseSkill) { e.CanUseSkill.Push(false); } }
private void VerifySkillTarget_VerifyingSkill(object sender, VerifyingSkillEventArgs e) { SkillNameTag skillName = skillManager.GetSkillNameTag(e.UseSkill); SkillTypeTag skillType = skillManager.GetSkillTypeTag(skillName); int[] position = aimMarker.GetComponent <MetaInfo>().Position; GameObject[] go = GetComponent <SearchObject>().Search( position[0], position[1]); bool canUseSkill; switch (skillType) { case SkillTypeTag.Move: canUseSkill = VerifyMove(go); break; case SkillTypeTag.Attack: case SkillTypeTag.Curse: canUseSkill = VerifyAttackCurse(go); break; case SkillTypeTag.Buff: canUseSkill = VerifyBuff(go); break; default: canUseSkill = false; break; } if (!canUseSkill) { e.CanUseSkill.Push(false); } }
private void Canvas_World_EnteredAimMode(object sender, EnteredAimModeEventArgs e) { skillNameTag = skillManager.GetSkillNameTag(e.CommandTag); SearchText(UITag.Modeline).text = AimModeText(); }