//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_; }
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_; } } }
public void SetChild(PowerSlot power){ currentPower = power; //UIStretch stretch = currentPower.gameObject.AddComponent<UIStretch>(); //stretch.container = this.gameObject; //stretch.style = UIStretch.Style.FitInternalKeepingRatio; }
public void RemoveChild(){ NGUITools.Destroy(currentPower.gameObject); currentPower = null; }
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_; }