Пример #1
0
        public void SetSkillIconVisible(SkillObj skill)
        {
            var num = 0f;

            foreach (var current in SkillSystem.GetAllConnectingTraits(skill))
            {
                if (!current.Visible)
                {
                    current.Visible = true;
                    current.Opacity = 0f;
                    Tween.To(current, 0.2f, Linear.EaseNone, "Opacity", "1");
                    num += 0.2f;
                }
            }
            Tween.RunFunction(num, this, "UnlockControls");
            Tween.RunFunction(num, this, "CheckForSkillUnlock", skill, true);
        }
Пример #2
0
        public void SetVisible(SkillObj trait, bool fadeIn)
        {
            var manorPiece = SkillSystem.GetManorPiece(trait);

            if (fadeIn)
            {
                SetManorPieceVisible(manorPiece, trait);
                return;
            }
            var childAt = m_manor.GetChildAt(manorPiece);

            childAt.Opacity = 1f;
            childAt.Visible = true;
            foreach (var current in SkillSystem.GetAllConnectingTraits(trait))
            {
                if (!current.Visible)
                {
                    current.Visible = true;
                    current.Opacity = 1f;
                }
            }
            if (m_manor.GetChildAt(7).Visible&& m_manor.GetChildAt(16).Visible)
            {
                (m_manor.GetChildAt(7) as SpriteObj).GoToFrame(2);
            }
            if (m_manor.GetChildAt(6).Visible&& m_manor.GetChildAt(16).Visible)
            {
                (m_manor.GetChildAt(6) as SpriteObj).GoToFrame(2);
            }
            if (m_manor.GetChildAt(2).Visible)
            {
                var spriteObj = m_manor.GetChildAt(32) as SpriteObj;
                spriteObj.Visible = true;
                spriteObj.Opacity = 1f;
                spriteObj.PlayAnimation();
                spriteObj.OverrideParentAnimationDelay = true;
                spriteObj.AnimationDelay = 0.0333333351f;
                spriteObj.Visible        = true;
            }
        }