示例#1
0
    public void AddTargetArrowUI(Color arrowColor)
    {
        ArrowUI newArrow = Instantiate <ArrowUI>(targetPrefab, targetParent);

        newArrow.SetColor(arrowColor);
        targetArrows.Add(newArrow);
    }
示例#2
0
 public void ClearArrowsUIOfColor(Color arrowColor)
 {
     for (int i = this.targetArrows.Count - 1; i >= 0; i--)
     {
         ArrowUI arrow = this.targetArrows[i];
         if (arrow.curArrowColor == arrowColor)
         {
             Destroy(arrow.gameObject);
             this.targetArrows.RemoveAt(i);
         }
     }
 }
示例#3
0
    public void PonyPicked(ArrowUI pony)
    {
        Action <string> processResponse = (string response) => {
            if (response != null)
            {
                //ShowButtons();
                PF_PlayerData.CreateNewCharacter(response, pony.details);
            }
        };

        string[] randomNames = new string[] { "Sparkle", "Twinkle", "PowerHoof", "Nova", "Lightning", "ReignBow", "Charlie", "Balloonicorn", "Roach" };
        int      rng         = UnityEngine.Random.Range(0, randomNames.Length);

        DialogCanvasController.RequestTextInputPrompt(GlobalStrings.CHAR_NAME_PROMPT, GlobalStrings.CHAR_NAME_MSG, processResponse, randomNames[rng]);
    }
示例#4
0
    public void SwitchPonyDetails(ArrowUI character)
    {
        if (character.details == null || character.details.CatalogCode == null)
        {
            return;
        }

        var ponyType = (PF_PlayerData.PlayerClassTypes)Enum.Parse(typeof(PF_PlayerData.PlayerClassTypes), character.details.CatalogCode);

        switch ((int)ponyType)
        {
        case 0:
            foreach (var item in colorize)
            {
                item.color = PF_GamePlay.ClassColor1;
            }
            break;

        case 1:
            foreach (var item in colorize)
            {
                item.color = PF_GamePlay.ClassColor2;
            }
            break;

        case 2:
            foreach (var item in colorize)
            {
                item.color = PF_GamePlay.ClassColor3;
            }
            break;

        default:
            Debug.LogWarning("Unknown Class type detected...");
            break;
        }

        hp.text = character.details.BaseHP.ToString();
        dp.text = character.details.BaseDP.ToString();
        sp.text = character.details.BaseSP.ToString();

        SetSpellInfo(character.details.Spell1, 0);
        SetSpellInfo(character.details.Spell2, 1);
        SetSpellInfo(character.details.Spell3, 2);
    }
    public void SelectSlot(ArrowUI go)
    {
        if (this.selectedSlot == go || this.cPicker.selectedSlot.saved != null)
        {
            return;
        }
        else
        {
            this.selectedPonyUI.gameObject.SetActive(false);
            int arrowIndex = 0;
            if (go.tag == "Arrow1")
            {
                arrowIndex = 0;
            }
            else if (go.tag == "Arrow2")
            {
                arrowIndex = 1;
            }
            else
            {
                arrowIndex = 2;
            }

            UnityEvent afterSelect = new UnityEvent();
            afterSelect.AddListener(() =>
            {
                this.selectedPonyUI.gameObject.SetActive(true);
                TweenScale.Tween(this.confirmButton.gameObject, .5f, new Vector3(1, 1, 1), new Vector3(1.1f, 1.1f, 1.1f), TweenMain.Style.PingPong, TweenMain.Method.Linear, null);
            });

            UnityEvent afterDeselect = new UnityEvent();
            afterDeselect.AddListener(() => {
                this.selectedSlot = go;
                this.selectedPonyUI.SwitchPonyDetails(go);
                SelectArrow(arrowIndex, afterSelect);
            });

            //afterDeselect.Invoke();

            DeselectArrows(afterDeselect);
        }
    }
    public void TurnOnArrows(UnityEvent callback = null)
    {
        //Debug.Log(this.ArrowGroup.rect.width);
        this.selectedSlot = null;
        TweenPos.Tween(this.ArrowGroup.gameObject, .333f, new Vector3(445, 30, 0), () =>
        {
            this.Arrow1.btn.interactable = true;
            this.Arrow1.currentState     = AnimationStates.On;

            this.Arrow2.btn.interactable = true;
            this.Arrow2.currentState     = AnimationStates.On;

            this.Arrow3.btn.interactable = true;
            this.Arrow3.currentState     = AnimationStates.On;

            if (callback != null)
            {
                callback.Invoke();
            }
        }, Space.Self);
    }
示例#7
0
    public void SwitchPonyDetails(ArrowUI pony)
    {
        if (pony.details != null && pony.details.CatalogCode != null)
        {
            PF_PlayerData.PlayerClassTypes ponyType = (PF_PlayerData.PlayerClassTypes)Enum.Parse(typeof(PF_PlayerData.PlayerClassTypes), pony.details.CatalogCode);

            switch ((int)ponyType)
            {
            case 0:
                foreach (var item in this.colorize)
                {
                    item.color = PF_GamePlay.ClassColor1;
                }
                break;

            case 1:
                foreach (var item in this.colorize)
                {
                    item.color = PF_GamePlay.ClassColor2;
                }
                break;

            case 2:
                foreach (var item in this.colorize)
                {
                    item.color = PF_GamePlay.ClassColor3;
                }
                break;

            default:
                Debug.LogWarning("Unknown Class type detected...");
                break;
            }

            hp.text = string.Format("{0}", pony.details.BaseHP);
            dp.text = string.Format("{0}", pony.details.BaseDP);
            sp.text = string.Format("{0}", pony.details.BaseSP);

            if (PF_GameData.Spells.ContainsKey(pony.details.Spell1))
            {
                spells[0].spellName.text            = pony.details.Spell1;
                spells[0].spellImage.overrideSprite = GameController.Instance.iconManager.GetIconById(PF_GameData.Spells[pony.details.Spell1].Icon);
                spells[0].attackValue.text          = "" + PF_GameData.Spells[pony.details.Spell1].BaseDmg;
                spells[0].upgradeLevels.text        = "" + PF_GameData.Spells[pony.details.Spell1].UpgradeLevels;
                spells[0].cooldown.text             = "" + PF_GameData.Spells[pony.details.Spell1].Cooldown;
                spells[0].levelReq.text             = "" + PF_GameData.Spells[pony.details.Spell1].LevelReq;
            }
            if (PF_GameData.Spells.ContainsKey(pony.details.Spell2))
            {
                spells[1].spellName.text            = pony.details.Spell2;
                spells[1].spellImage.overrideSprite = GameController.Instance.iconManager.GetIconById(PF_GameData.Spells[pony.details.Spell2].Icon);
                spells[1].attackValue.text          = "" + PF_GameData.Spells[pony.details.Spell2].BaseDmg;
                spells[1].upgradeLevels.text        = "" + PF_GameData.Spells[pony.details.Spell2].UpgradeLevels;
                spells[1].cooldown.text             = "" + PF_GameData.Spells[pony.details.Spell2].Cooldown;
                spells[1].levelReq.text             = "" + PF_GameData.Spells[pony.details.Spell2].LevelReq;
            }
            if (PF_GameData.Spells.ContainsKey(pony.details.Spell3))
            {
                spells[2].spellName.text            = pony.details.Spell3;
                spells[2].spellImage.overrideSprite = GameController.Instance.iconManager.GetIconById(PF_GameData.Spells[pony.details.Spell3].Icon);
                spells[2].attackValue.text          = "" + PF_GameData.Spells[pony.details.Spell3].BaseDmg;
                spells[2].upgradeLevels.text        = "" + PF_GameData.Spells[pony.details.Spell3].UpgradeLevels;
                spells[2].cooldown.text             = "" + PF_GameData.Spells[pony.details.Spell3].Cooldown;
                spells[2].levelReq.text             = "" + PF_GameData.Spells[pony.details.Spell3].LevelReq;
            }
        }
    }