private void UpdateUIState() { GameTurnManager turnMng = GameTurnManager.GetInstance(); int playerPawnCount = turnMng.m_PlayerPawns.Count; for (int i = 0; i < playerPawnCount; ++i) { GameObject pawn = turnMng.m_PlayerPawns[i]; PawnUI pawnUIComponent = pawn.GetComponent <PawnUI>(); if (pawnUIComponent == null) { Debug.LogError("The pawn " + pawn.name + " has no PawnUI component."); return; } PawnStatistics stat = pawn.GetComponent <PawnStatistics>(); if (stat == null) { Debug.LogError("The pawn " + pawn.name + " has no PawnStatistics component."); return; } m_Behavior.m_UIPawnState[i].SetHP(stat.m_HP, stat.m_MaxHP); m_Behavior.m_UIPawnState[i].SetMP(stat.m_MP, stat.m_MaxMP); } }
public void ShowPreview(GameObject[] _pawnsList) { m_PreviewWrapper.SetActive(true); for (int imgId = 0, pawnId = 1; pawnId < _pawnsList.Length && imgId < m_PreviewHistory.Length; ++imgId, ++pawnId) { PawnUI ui = _pawnsList[pawnId].GetComponent <PawnUI>(); Image img = m_PreviewHistory[imgId].GetComponentInChildren <Image>(); img.sprite = ui.m_TurnSprite; } }
public override void OnEnter() { //compute turns history GameTurnManager turnMng = GameTurnManager.GetInstance(); turnMng.Init(m_Behavior.m_Pawns); m_Behavior.m_UITurnHistory.UpdateTurnHistory(turnMng); //init ui state int playerPawnCount = turnMng.m_PlayerPawns.Count; for (int i = 0; i < playerPawnCount; ++i) { GameObject pawn = turnMng.m_PlayerPawns[i]; PawnUI pawnUIComponent = pawn.GetComponent <PawnUI>(); if (pawnUIComponent == null) { Debug.LogError("The pawn " + pawn.name + " has no PawnUI component."); return; } PawnStatistics stat = pawn.GetComponent <PawnStatistics>(); if (stat == null) { Debug.LogError("The pawn " + pawn.name + " has no PawnStatistics component."); return; } InitializePawnStatistics(pawn); m_Behavior.m_UIPawnState[i].gameObject.SetActive(true); m_Behavior.m_UIPawnState[i].SetAvatar(pawnUIComponent.m_TurnSprite); m_Behavior.m_UIPawnState[i].SetHP(stat.m_HP, stat.m_MaxHP); m_Behavior.m_UIPawnState[i].SetMP(stat.m_MP, stat.m_MaxMP); m_Behavior.m_UIPawnState[i].SetName(stat.m_PawnName); } //hide unused state ui. int UIStateCount = m_Behavior.m_UIPawnState.Length; for (int i = playerPawnCount; i < UIStateCount; ++i) { m_Behavior.m_UIPawnState[i].gameObject.SetActive(false); } m_Behavior.m_ActionsMenu.Hide(); m_FadeWidget.gameObject.SetActive(true); m_FadeWidget.color = m_InitColor; m_Runner.SetCurrentState((int)GameMasterState.PlayIntro, "Init state over"); AnimationEventLibrary.InitEventLibrary(); }
private void SetHistorySprite(int _turnId, GameObject _pawn) { PawnUI pawnUIComponent = _pawn.GetComponent <PawnUI>(); if (pawnUIComponent == null) { Debug.LogError("The pawn " + _pawn.name + " has no PawnUI component."); return; } Image img = m_HistoryTurnImages[_turnId].GetComponentInChildren <Image>(); if (img == null) { Debug.LogError("The game object " + m_HistoryTurnImages[_turnId].name + " has no Image component."); return; } img.sprite = pawnUIComponent.m_TurnSprite; }
public bool Contains(PawnUI pawnUI) { return(!IsEmpty() && this.pawnUI.pawnID.equals(pawnUI.pawnID)); }
public PawnUI TakePawnOutOfSlot() { PawnUI pawnUI = this.pawnUI; this.pawnUI = null; return(pawnUI); }
public void PutPawnInSlot(PawnUI pawnUI) { this.pawnUI = pawnUI; pawnUI.MoveToPosition(GetPosition(), null); }