Пример #1
0
    //Function called externally. Sets the ID for the player that can activate this power
    public void SetOwnerPlayer(Players ownerPlayer_ = Players.None, PowerSlot slot_ = PowerSlot.MainPower)
    {
        //If there is no player that owns this object, it can't be told when to be used
        if (ownerPlayer_ == Players.None)
        {
            return;
        }

        this.ownerPlayer = ownerPlayer_;
        this.slot        = slot_;
    }
Пример #2
0
        private PowerSlot ReadPowerSlot()
        {
            string fullName = "";
            int    index    = -1;

            if (_character.UseQualifiedNames)
            {
                fullName = _reader.ReadString();
            }
            else
            {
                index = _reader.ReadInt32();
            }

            if (index == -1 && string.IsNullOrEmpty(fullName))
            {
                return(new PowerSlot());
            }

            var power = new Power();

            power.Index    = index;
            power.FullName = fullName;

            // enhanced power, references power and has enhancements in it
            var powerSlot = new PowerSlot();

            powerSlot.Power         = power;
            powerSlot.Level         = _reader.ReadSByte();
            powerSlot.StatInclude   = _reader.ReadBoolean();
            powerSlot.VariableValue = _reader.ReadInt32();

            // sub powers
            powerSlot.SubPowers = ReadSubPowers();

            // enhancement slots
            powerSlot.EnhancementSlots = ReadEnhancementSlots();

            return(powerSlot);
        }
    //Function called externally. Changes which power a player has equipped
    public void SetPlayerPower(Players playerID_ = Players.None, PowerSlot slot_ = PowerSlot.MainPower, Powers newPower_ = Powers.None)
    {
        //Does nothing if no player is selected
        if (playerID_ == Players.None)
        {
            return;
        }

        //Gets a reference to the player powers we're changing
        List <Powers> selectedPower = new List <Powers>(2);

        if (this.playerList.TryGetValue(playerID_, out selectedPower))
        {
            //Sets the slot for the new power
            if (slot_ == PowerSlot.MainPower)
            {
                selectedPower[0] = newPower_;
            }
            else
            {
                selectedPower[1] = newPower_;
            }
        }
    }
Пример #4
0
	public void SetChild(PowerSlot power){
		currentPower = power;
		//UIStretch stretch = currentPower.gameObject.AddComponent<UIStretch>();
		//stretch.container = this.gameObject;
		//stretch.style = UIStretch.Style.FitInternalKeepingRatio;
	}
Пример #5
0
	public void RemoveChild(){
		NGUITools.Destroy(currentPower.gameObject);
		currentPower = null;
	}
Пример #6
0
        private ViewModels.PowerSlot Map(PowerSlot powerSlot)
        {
            var powerSlotViewModel = new ViewModels.PowerSlot();

            return(powerSlotViewModel);
        }
 //Constructor for this event
 public PlayerPowerActivateEVT(Players playerID_ = Players.None, PowerSlot slot_ = PowerSlot.MainPower, bool power2Used_ = false)
 {
     this.playerID = playerID_;
     this.slot     = slot_;
 }