void Update() { MovePanel(); if (Input.GetMouseButtonDown(1) && selectedAction != null) { selectedAction.PreviewSkillAction(); selectedAction = null; } }
public void UpdateCurrentSkill() { for (int i = 0; i < actions.Count; i++) { if (SkillManager.instance.currentActiveSkill == actions[i].actionSkill) { selectedAction = actions[i]; } } }
/// <summary> /// Set Up panel action corresponding to a Character /// </summary> private void SetUpPanel() { if (PlayerManager.instance.playerCharacter == null) { Debug.LogError("NO PLAYER CHARACTER"); return; } isDisplayed = true; if (PlayerManager.instance.playerCharacter.skills.Count == 0) { return; } actions = new List <UI_ActionButton>(); //Set action panel for (int i = 0; i < PlayerManager.instance.playerCharacter.skills.Count; i++) { GameObject obj = Instantiate(actionButtonPrefab, Vector3.zero, Quaternion.identity, this.transform); selectedAction = obj.GetComponent <UI_ActionButton>(); selectedAction.rect.anchoredPosition3D = new Vector3(0, spacing * i + actionHeight * i, 0); //Set tooltip information 4 action selectedAction.actionSkill = PlayerManager.instance.playerCharacter.skills[i]; selectedAction.backgroundImage.sprite = UI_Manager.instance.uiPreset.skillBackgroundImage; selectedAction.SetUpActionPointsDisplay(); if (PlayerManager.instance.playerCharacter != null) { selectedAction.CheckAndRefreshActionUI(PlayerManager.instance.playerCharacter.currentPA); } selectedAction.actionPanel = this; actions.Add(selectedAction); } selectedAction = null; }