示例#1
0
    public void DecideIfHighlighted(SelectabilityState selectState)
    {
        string sSprPath = "Images/Chrs/imgGlow";

        switch (selectState)
        {
        case SelectabilityState.NONE:
            //No additional suffix needed for the path
            break;

        case SelectabilityState.ALLYSELECTABLE:
            sSprPath += "4";
            break;

        case SelectabilityState.ENEMYSELECTABLE:
            sSprPath += "6";
            break;

        default:
            Debug.Log("Unrecognized SelectabilityState: " + selectState);
            break;
        }

        LibView.AssignSpritePathToObject(sSprPath, this.gameObject);
    }
    public void UpdateDropdownOptions()
    {
        LogManager.Get().UpdateRecognizedLogFiles();

        List <string> lstLogFileNames = LogManager.Get().lstLogFiles.ConvertAll(fileinfo => fileinfo.Name);

        LibView.SetDropdownOptions(dropdownLogFileSelector, lstLogFileNames);
    }
示例#3
0
    public void InitSavedLoadoutsDropdown()
    {
        LibView.SetDropdownOptions(dropdownSavedLoadouts, LoadoutManager.LoadAllLoadoutNamesForChr(ChrTypeSelectingFor()));

        dropdownSavedLoadouts.value = 0;

        dropdownSavedLoadouts.RefreshShownValue();
    }
    public void UpdateDropdownOptions()
    {
        LibView.SetDropdownOptions(dropdown, CharType.GetAllChrNames());

        //Ensure the default-selected option for this dropdown is mirroring the default in the matchsetup
        dropdown.SetValueWithoutNotify((int)NetworkMatchSetup.GetCharacterSelection(plyrselectorParent.idPlayer, idChr));

        dropdown.RefreshShownValue();
    }
示例#5
0
    public void DisplayIcon()
    {
        string sSprPath = "Images/Chrs/" + mod.chrOwner.sName + "/img";

        if (mod != null)
        {
            sSprPath += mod.sName;
        }

        LibView.AssignSpritePathToObject(sSprPath, goIcon);
    }
    //Set the TarAdapt model that we're going to be facilitating payment for
    public void StartSelection(TarAdapt _modTarAdapt)
    {
        modTarAdapt = _modTarAdapt;

        //Save a copy of the skills we can adapt into
        lstSkillTypeInfosAdaptable = modTarAdapt.GetAdaptableSkills();

        LibView.SetSkillTypeDropDownOptions(dropdownSkillSelection, lstSkillTypeInfosAdaptable);

        //Set up the submission keybinding
        KeyBindings.SetBinding(SubmitSelectedSkill, KeyCode.T);
    }
示例#7
0
    public void OnLeftDown()
    {
        bDown     = true;
        fTimeDown = 0.0f;
        v3Down    = LibView.GetMouseLocation();

        switch (stateLeft)
        {
        case STATELEFT.IDLE:
            stateLeft = STATELEFT.PRESS;
            break;

        case STATELEFT.CLICK:
        case STATELEFT.DOUBLECLICK:
            stateLeft = STATELEFT.DOUBLEPRESS;
            break;
        }
    }
示例#8
0
    public GameObject AddManaIcon(Mana.MANATYPE manaType, bool bPaidFor, Mana.MANATYPE manaPaidWith = Mana.MANATYPE.EFFORT)
    {
        GameObject goManaIcon = new GameObject(string.Format("sprManaIcon{0}", lstgoManaIcons.Count));

        goManaIcon.transform.parent = goRequiredManaPosition.transform;

        SpriteRenderer sprRen = goManaIcon.AddComponent <SpriteRenderer>();

        //Assign the appropriate sprite
        LibView.AssignSpritePathToObject(GetManaIconSpritePath(manaType, bPaidFor, manaPaidWith), goManaIcon);

        //Sacle the icon apropriately
        goManaIcon.transform.localScale = new Vector3(fManaSymbolSize, fManaSymbolSize, 1);

        //Place the icon at the appropriate spot
        goManaIcon.transform.localPosition = new Vector3(fManaSymbolSpacing * (0.5f + 1.5f * lstgoManaIcons.Count), 0f, 0f);

        //Ensure the symbol appears ahead of the mana panel
        sprRen.sortingOrder = 1;

        lstgoManaIcons.Add(goManaIcon);

        return(goManaIcon);
    }
示例#9
0
    public virtual void Update()
    {
        if (bDown)
        {
            //Note that this uses the real Time.deltaTime as opposed to the ContTime.fDeltaTime
            fTimeDown += Time.deltaTime;
        }
        else
        {
            fTimeUp += Time.deltaTime;
        }

        // Handle time related checks
        switch (stateLeft)
        {
        case STATELEFT.PRESS:
        case STATELEFT.DOUBLEPRESS:
            // Check if it's been pressed long enough to count as holding the mouse
            if (fTimeDown >= fTimeDownDelay)
            {
                bHeld     = true;
                stateLeft = STATELEFT.HELD;

                onMouseStartHold();
            }

            break;

        case STATELEFT.CLICK:
        case STATELEFT.DOUBLECLICK:
            if (fTimeUp >= fTimeDoubleDelay)
            {
                stateLeft = STATELEFT.IDLE;
            }

            break;
        }

        // Handle movement related checks
        switch (stateLeft)
        {
        case STATELEFT.PRESS:
        case STATELEFT.DOUBLEPRESS:
        case STATELEFT.HELD:
            // Check if the mouse has moved far enough to count as dragging
            if (Vector3.Distance(v3Down, LibView.GetMouseLocation()) >= fMinDistDrag)
            {
                stateLeft = STATELEFT.DRAG;

                if (stateLeft != STATELEFT.HELD)
                {
                    onMouseStartHold();
                }
                onMouseStartDrag();
            }

            break;
        }

        if (stateLeft == STATELEFT.DRAG)
        {
            // Check if we've dragged off of our object then released on another object
            if (Input.GetMouseButtonUp(0))
            {
                GameObject goReleasedOver = LibView.GetObjectUnderMouse();
                if (this.gameObject != goReleasedOver)
                {
                    // Then we've released the mouse over a new object after dragging
                    onMouseReleaseOther(goReleasedOver);

                    OnLeftUp();
                }
                //Otherwise we've released the mouse over ourselves, so we'll catch this with StopDrag
            }
        }
    }
示例#10
0
    public void Init(SkillType.SKILLTYPE skilltypeSelected)
    {
        LibView.SetSkillTypeDropDownOptions(dropdownSkillLoadout, loadoutselector.lstSelectableSkills);

        SetDropdownSelection(skilltypeSelected);
    }
示例#11
0
 public void ReplaceManaIcon(int indexToReplace, Mana.MANATYPE manaType, bool bPaidFor, Mana.MANATYPE manaPaidWith = Mana.MANATYPE.EFFORT)
 {
     LibView.AssignSpritePathToObject(GetManaIconSpritePath(manaType, bPaidFor, manaPaidWith), lstgoManaIcons[indexToReplace]);
 }