Пример #1
0
    public IEnumerator unloadButtons(skillType type, int dir)
    {
        rotating = true;
        description.SetActive(false);

        // have them fade out
        //while alpha >0
        var col = 1f;

        while (col > 0f)
        {
            col -= 0.1f;
            foreach (Button button in type.skillbuttons)
            {
                button.GetComponent <Image>().color = new Color(1, 1, 1, col);
                Debug.Log(button);
            }
            yield return(null);
        }
        foreach (Button button in type.skillbuttons)
        {
            button.gameObject.SetActive(false);
        }
        rotateTemple.StartCoroutine(rotateTemple.RotateMe(Vector3.up * 90 * dir, 0.8f, 90 * dir));
    }
Пример #2
0
    // ---Constructor---
    public Skill(skillType type, string atkName, string description, element atkElement, int mpCost,
                 int range, float start, float end, SpriteAnimation anim, string sfxPath)
    {
        // Set main variables
        this.type        = type;
        this.atkName     = atkName;
        this.description = description;
        this.atkElement  = atkElement;
        this.mpCost      = mpCost;
        this.range       = range;

        // Set animation variables
        this.startDist = start;
        this.endDist   = end;
        this.anim      = anim;

        // Set sfx
        this.sfxPath = sfxPath;
        if (sfxPath != "null")
        {
            sfx = Resources.Load(sfxPath) as AudioClip;
        }

        return;
    }
Пример #3
0
        public override void Import(ClientEffect importObject, IEnumerable <FieldInfo> getters)
        {
            base.Import(importObject, getters);

            // res11 and res12 - 0 500 ???
            this.type  = (skillType)Enum.Parse(typeof(skillType), importObject.reserved[4], true);
            this.value = Int32.Parse(importObject.reserved[1].Trim());
            this.count = Int32.Parse(importObject.reserved[6].Trim());
        }
Пример #4
0
        public static skillType Convert(Skill skill)
        {
            skillType st = new skillType();

            st.name        = skill.Name;
            st.skillValues = new string[skill.Values.Count];
            int i = 0;

            skill.Values.ForEach(sv =>
            {
                st.skillValues[i++] = sv;
            });
            return(st);
        }
Пример #5
0
 public skill(string n, skillType t, float s, float d, float cd, float p, int c, string ns)
 {
     skillName      = n;
     skillNameShown = ns;
     type           = t;
     size           = s;
     baseSize       = s;
     duration       = d;
     baseDuration   = d;
     coolDown       = cd;
     baseCoolDown   = cd;
     power          = p;
     basePower      = p;
     active         = false;
     level          = 1;
     cost           = c;
     baseCost       = c;
     cooling        = false;
     currentCool    = 0;
 }
Пример #6
0
    public IEnumerator loadButtons(skillType type)
    {
        //start coroutine for them and have them fade in

        foreach (Button button in type.skillbuttons)
        {
            button.gameObject.SetActive(true);
        }
//        Debug.Log("f**k my life");
        var col = 0f;

        while (col < 1f)
        {
            col += 0.15f;
            foreach (Button button in type.skillbuttons)
            {
                button.GetComponent <Image>().color = new Color(1, 1, 1, col);
            }
            yield return(null);
        }
        rotateTemple.counterReset();
        rotating = false;
    }
Пример #7
0
        public override void Import(ClientEffect importObject, IEnumerable<FieldInfo> getters)
        {
            base.Import(importObject, getters);

            // res11 and res12 - 0 500 ???
            this.type = (skillType)Enum.Parse(typeof(skillType), importObject.reserved[4], true);
            this.value = Int32.Parse(importObject.reserved[1].Trim());
            this.count = Int32.Parse(importObject.reserved[6].Trim());
        }