public void SetSkill(Skill p_skill, CharacterSkillHandler p_skillHandler) { NGUITools.SetActiveSelf(gameObject, true); m_skill = p_skill; m_skillHandler = p_skillHandler; m_labelName.text = LocaManager.GetText(m_skill.Name); m_levelUpButton.Init(p_skill, SkillLevelButton.ButtonType.PLUS); m_levelDownButton.Init(p_skill, SkillLevelButton.ButtonType.MINUS); m_skillDisabledTooltip.Init(p_skill); UpdateData(); UpdateLevelUpButtons(); }
public void UpdateTabs() { CharacterSkillHandler skillHandler = m_party.SelectedCharacter.SkillHandler; m_spellTabs.Tabs[2].SetEnabled(skillHandler.FindSkill(11) != null); m_spellTabs.Tabs[3].SetEnabled(skillHandler.FindSkill(25) != null); m_spellTabs.Tabs[4].SetEnabled(skillHandler.FindSkill(19) != null); m_spellTabs.Tabs[5].SetEnabled(skillHandler.FindSkill(20) != null); m_spellTabs.Tabs[6].SetEnabled(skillHandler.FindSkill(22) != null); m_spellTabs.Tabs[7].SetEnabled(skillHandler.FindSkill(21) != null); m_spellTabs.Tabs[8].SetEnabled(skillHandler.FindSkill(23) != null); m_spellTabs.Tabs[9].SetEnabled(skillHandler.FindSkill(24) != null); }
private static Equipment CreateRandomEquipment(ModelProbability[] p_modelLevels, Single p_prefixChance, Single p_suffixChance, EnchantmentProbability[] p_prefixProbabilities, EnchantmentProbability[] p_suffixProbabilities, EEquipmentType[] p_specificationList) { Equipment item = CreateRandomEquipmentInternal(p_modelLevels, p_prefixChance, p_suffixChance, p_prefixProbabilities, p_suffixProbabilities, p_specificationList); if (item == null) { return(null); } Int32 retriesNumber = ConfigManager.Instance.Game.GenerateCompatibleEquipmentRetriesNumber; if (retriesNumber < 1) { return(item); } Equipment firstItem = item; Character[] members = LegacyLogic.Instance.WorldManager.Party.Members; for (Int32 i = 0; i < retriesNumber; i++) { foreach (Character member in members) { Int32 requiredSkillID = CharacterSkillHandler.GetRequiredSkillID(item); if (requiredSkillID == 0) { return(item); } ETier requiredSkillTier = CharacterSkillHandler.GetRequiredSkillTier(item); Skill skill = member.SkillHandler.FindSkill(requiredSkillID); if (skill != null && skill.MaxTier >= requiredSkillTier) { return(item); } } item = CreateRandomEquipmentInternal(p_modelLevels, p_prefixChance, p_suffixChance, p_prefixProbabilities, p_suffixProbabilities, p_specificationList); if (item == null) { return(null); } } return(firstItem); }
public void UpdateContent() { m_currentViewNr = 0; m_skillHandler = m_party.GetMember(m_party.CurrentCharacter).SkillHandler; m_skillCount = m_skillHandler.AvailableSkills.Count; switch (m_skillTabs.CurrentTabIndex) { case 0: FillAllSkills(); break; case 1: FillSkillForCategory(ESkillCategory.WEAPON); break; case 2: FillSkillForCategory(ESkillCategory.MISC); FillSkillForCategory(ESkillCategory.PARTY); // Temp break; case 3: FillSkillForCategory(ESkillCategory.MAGIC); break; case 4: FillSkillForCategory(ESkillCategory.PARTY); break; } m_pageCount = (m_currentViewNr - 1) / 11 + 1; while (m_currentViewNr < (m_page + 1) * 11) { Int32 num = m_currentViewNr - m_page * 11; if (num >= 0) { m_skillViews[num].Hide(); } m_currentViewNr++; } UpdateSkillPointsText(); }
public void Hide() { m_skill = null; m_skillHandler = null; NGUITools.SetActiveSelf(gameObject, false); }