public static ITEM_ICON_TYPE GetItemIconType(SKILL_SLOT_TYPE type) { ITEM_ICON_TYPE result = ITEM_ICON_TYPE.NONE; switch (type) { case SKILL_SLOT_TYPE.ATTACK: result = ITEM_ICON_TYPE.SKILL_ATTACK; break; case SKILL_SLOT_TYPE.SUPPORT: result = ITEM_ICON_TYPE.SKILL_SUPPORT; break; case SKILL_SLOT_TYPE.HEAL: result = ITEM_ICON_TYPE.SKILL_HEAL; break; case SKILL_SLOT_TYPE.PASSIVE: result = ITEM_ICON_TYPE.SKILL_PASSIVE; break; case SKILL_SLOT_TYPE.GROW: result = ITEM_ICON_TYPE.SKILL_GROW; break; } return(result); }
protected override void SetInventoryIsEmptyParam() { bool is_empty = true; if (inventory != null && inventory.datas.Length > 0 && equipItem != null) { SkillItemTable.SkillSlotData[] skillSlot = equipItem.tableData.GetSkillSlot(equipItem.exceed); if (skillSlot != null && skillSlot.Length > slotIndex) { SKILL_SLOT_TYPE skill_slot_type = skillSlot[slotIndex].slotType; Array.ForEach(inventory.datas, delegate(SortCompareData _data) { if (is_empty && _data != null) { SkillItemInfo skillItemInfo = _data.GetItemData() as SkillItemInfo; if (skillItemInfo.tableData.type == skill_slot_type) { is_empty = false; } } }); } } isVisibleEmptySkill = is_empty; }
protected void SetSlotType(SKILL_SLOT_TYPE type) { switch (type) { case SKILL_SLOT_TYPE.ATTACK: skillTypeON.spriteName = "skill_plate_r_on"; skillTypeOFF.spriteName = "skill_plate_attack_off"; silenceBg.spriteName = "skill_plate_r_on"; silenceIcon.spriteName = "skill_plate_r_lock"; useEffectNames = effect_red; gaugeMaxSEId = 40000120; break; case SKILL_SLOT_TYPE.HEAL: skillTypeON.spriteName = "skill_plate_g_on"; skillTypeOFF.spriteName = "skill_plate_heal_off"; silenceBg.spriteName = "skill_plate_g_on"; silenceIcon.spriteName = "skill_plate_g_lock"; useEffectNames = effect_green; gaugeMaxSEId = 40000120; break; case SKILL_SLOT_TYPE.SUPPORT: skillTypeON.spriteName = "skill_plate_b_on"; skillTypeOFF.spriteName = "skill_plate_off"; silenceBg.spriteName = "skill_plate_b_on"; silenceIcon.spriteName = "skill_plate_b_lock"; useEffectNames = effect_blue; gaugeMaxSEId = 40000120; break; } skillTypeMask.mainTexture = MonoBehaviourSingleton <UISkillButtonGroup> .I.GetMaskTexture(type); }
public void SetInActiveSlot(SKILL_SLOT_TYPE type) { //IL_0046: Unknown result type (might be due to invalid IL or missing references) //IL_0068: Unknown result type (might be due to invalid IL or missing references) buttonIndex = -1; ReleaseEffects(); if (coolTimeGuage != null) { coolTimeGuage.SetPercent(1f, false); } if (skillIconOff != null) { skillIconOff.get_gameObject().SetActive(false); } if (skillIconOn != null) { skillIconOn.get_gameObject().SetActive(false); } SetSlotType(type); skillTypeOFF.alpha = 0.5f; isPrevGaugeMax = false; maxEffect.Init(this); silenceBase.SetActive(false); skillButton.isEnabled = false; btnEnable = false; }
private bool IsArenaForbidSlotType(SKILL_SLOT_TYPE slotType) { switch (slotType) { case SKILL_SLOT_TYPE.ATTACK: return(isArenaForbidMagiAttack); case SKILL_SLOT_TYPE.SUPPORT: return(isArenaForbidMagiSupport); case SKILL_SLOT_TYPE.HEAL: return(isArenaForbidMagiHeal); default: return(false); } }
public Texture GetMaskTexture(SKILL_SLOT_TYPE type) { switch (type) { case SKILL_SLOT_TYPE.ATTACK: return(maskTextures[0]); case SKILL_SLOT_TYPE.HEAL: return(maskTextures[1]); case SKILL_SLOT_TYPE.SUPPORT: return(maskTextures[2]); default: return(null); } }
protected void SetVisibleEmptySkillType(bool is_visible, int index = 0) { isVisibleEmptySkill = is_visible; SetActive((Enum)UI.OBJ_EMPTY_SKILL_ROOT, is_visible); if (is_visible) { SKILL_SLOT_TYPE sKILL_SLOT_TYPE = SKILL_SLOT_TYPE.NONE; if (equipItem != null) { SkillItemTable.SkillSlotData[] skillSlot = equipItem.tableData.GetSkillSlot(equipItem.exceed); if (skillSlot == null || skillSlot.Length <= index) { SetActive((Enum)UI.OBJ_EMPTY_SKILL_ROOT, false); return; } sKILL_SLOT_TYPE = skillSlot[index].slotType; } SetLabelText((Enum)UI.LBL_EMPTY_SKILL_TYPE, MonoBehaviourSingleton <StatusManager> .I.GetSkillItemGroupString(sKILL_SLOT_TYPE)); SetSprite((Enum)UI.SPR_EMPTY_SKILL, UIBehaviour.GetSkillIconSpriteName(sKILL_SLOT_TYPE, true, true)); } }
public SkillSlotData(uint id, SKILL_SLOT_TYPE type) { skill_id = id; slotType = type; }