Пример #1
0
    public override void OnUpdate()
    {
        if (Time.timeSinceLevelLoad - m_sinceLastHit > FocusRegainDelay)
        {
            damageFocus(-FocusRegainRate * Time.deltaTime);
        }
        Vector2 inputDir = GetComponent <BasicMovement> ().m_inputMove;

        if (inputDir.x != LastDirectionHeld.x || inputDir.y != LastDirectionHeld.y)
        {
            LastDirectionHeld          = inputDir;
            m_last_time_held_direction = Time.timeSinceLevelLoad;
        }
        m_msg_parry               = new UIActionText();
        m_msg_parry.text          = "Parry";
        m_msg_parry.textColor     = Color.white;
        m_msg_parry.timeToDisplay = 1f;

        m_msg_perfectguard               = new UIActionText();
        m_msg_perfectguard.text          = "Perfect Guard";
        m_msg_perfectguard.textColor     = Color.yellow;
        m_msg_perfectguard.timeToDisplay = 1f;

        m_msg_backstab               = new UIActionText();
        m_msg_backstab.text          = "BackStabbed!!!";
        m_msg_backstab.textColor     = Color.red;
        m_msg_backstab.timeToDisplay = 1f;
    }
Пример #2
0
    public void AddText(UIActionText uai)
    {
        uai.timeCreated = Time.timeSinceLevelLoad;
        GameObject go = Instantiate(ActionTextPrefab, transform.Find("ActionText"));

        go.GetComponent <TextMeshProUGUI>().text  = uai.text.PadLeft(40);
        go.GetComponent <TextMeshProUGUI>().color = new Color(uai.textColor.r, uai.textColor.r, uai.textColor.b, 0f);

        uai.element = go;
        m_actionTextList.Add(uai);
    }
Пример #3
0
    public void RemoveText(UIActionText uai)
    {
        List <UIActionText> newL = new List <UIActionText>();

        foreach (UIActionText uat in m_actionTextList)
        {
            if (uai.id == uat.id)
            {
                Destroy(uat.element);
            }
            else
            {
                newL.Add(uat);
            }
        }
        m_actionTextList = newL;
    }
Пример #4
0
    protected void init()
    {
        lastTimeTriggered = -TriggerRefresh;
        Actor             = null;
        //Will become true if the interactor presses/holds the interaction key while in this interactable's area
        HoldTrigger  = false;
        PressTrigger = false;

        m_prompt               = new UIActionText();
        m_prompt.text          = "Press Enter to Interact";
        m_prompt.textColor     = Color.white;
        m_prompt.timeToDisplay = 2.0f;
        m_prompt.id            = "intPrompt";

        if (GetComponent <PersistentItem> () != null)
        {
            GetComponent <PersistentItem> ().InitializeSaveLoadFuncs(storeData, loadData);
        }
    }