示例#1
0
        void ChangeButtonStatus(SkillButtonStatus m_skillButtonStatus)
        {
            switch (m_skillButtonStatus)
            {
            case SkillButtonStatus.Enable:
                SetButtonEnabel();
                break;

            case SkillButtonStatus.Disable:
                SetButtonDisabel();
                break;

            case SkillButtonStatus.MPEnough:
                SetButtonMPEnoughStatus();
                break;

            case SkillButtonStatus.MPNotEnough:
                SetButtonMPNotEnoughStatus();
                break;

            case SkillButtonStatus.Recovering:
                SetButtonRecovering();
                break;

            case SkillButtonStatus.Wait:
                SetButtonWait();
                break;
            }
        }
示例#2
0
        /// <summary>
        /// 此处直接设置按钮状态
        /// </summary>
        /// <param name="skillButtonStatus"></param>
        public void SetButtonStatus(SkillButtonStatus skillButtonStatus)
        {
            //TraceUtil.Log("尝试设置按钮状态:" +LanguageTextManager.GetString( this.skillConfigData.m_name)+ skillButtonStatus);
            //if (!CanChangeButton) { return; }
            //Debug.LogWarning(LanguageTextManager.GetString(skillConfigData.m_name) + ":设置按钮状态:" + skillButtonStatus+",CurrentStatus:"+this.skillButtonStatus);
            switch (skillButtonStatus)
            {
            case SkillButtonStatus.Enable:
                if (this.skillButtonStatus == SkillButtonStatus.Recovering || this.skillButtonStatus == SkillButtonStatus.MPNotEnough)
                {
                    return;
                }
                if (RecoverFloatObj != null)
                {
                    Destroy(this.RecoverFloatObj);
                    RecoveSprite.fillAmount = BarCutDownMode == Battle.BarCutDownMode.MaxToMin? 0:1;
                }
                if (m_CDTimeTweenObj != null)
                {
                    Destroy(m_CDTimeTweenObj);
                }
                SetMyButtonActive(true);
                SetSecondIcon(null);
                break;

            case SkillButtonStatus.Wait:
                SetSecondIcon(IconPrefabManager.Instance.getIcon("JH_UI_Icon_001"));
                break;

            case SkillButtonStatus.Recovering:
                SetMyButtonActive(false);
                SetSecondIcon(null);
                //if (this.skillButtonStatus == SkillButtonStatus.MPNotEnough)
                //{
                HistroySkillButtonStatus = skillButtonStatus;
                //}
                break;

            case SkillButtonStatus.Disable:
                SetSecondIcon(null);
                SetMyButtonActive(false);
                break;

            case SkillButtonStatus.MPNotEnough:
                break;

            case SkillButtonStatus.Empty:
                break;

            default:
                break;
            }
            if (this.skillButtonStatus != SkillButtonStatus.MPNotEnough)
            {
                this.skillButtonStatus = skillButtonStatus;
            }
        }
示例#3
0
 public void SetButtonStatus(int SkillID, SkillButtonStatus skillButtonStatus)
 {
     //TraceUtil.Log("外部设置技能按钮状态:"+skillButtonStatus.ToString());
     foreach (BattleSkillButton child in BattleButtons)
     {
         if (child != null && child.skillConfigData != null && child.skillConfigData.m_skillId == SkillID)
         {
             child.SetButtonStatus(skillButtonStatus);
         }
     }
 }
示例#4
0
        public void SetButtonStatus(SkillButtonStatus skillButtonStatus)
        {
            switch (skillButtonStatus)
            {
            case SkillButtonStatus.Recovering:
                if (RecoveSprite != null)
                {
                    RecoveSprite.fillAmount = m_barCutDownMode == Battle.BarCutDownMode.MaxToMin ? 1 : 0;
                }
                break;

            default:
                break;
            }
        }
示例#5
0
        /// <summary>
        /// 此处直接设置按钮状态
        /// </summary>
        /// <param name="skillButtonStatus"></param>
        public void SetButtonStatus(SkillButtonStatus m_skillButtonStatus)
        {
            switch (skillButtonStatus)
            {
            case SkillButtonStatus.MPNotEnough:
                if (skillButtonStatus == SkillButtonStatus.MPEnough)
                {
                    SetButtonMPEnoughStatus();
                }
                else
                {
                    this.MpNotEnoughButtonStatus = m_skillButtonStatus;
                }
                break;

            default:
                ChangeButtonStatus(m_skillButtonStatus);
                break;
            }
        }
示例#6
0
        public void SetButtonMPStatus(bool Flag)
        {
            if (m_isDisable)
            {
                return;
            }

            if (CanChangeButton != Flag)
            {
                //Debug.LogWarning("改变技能图标状态:" + Flag + ",CurrentStatus:" + this.skillButtonStatus);
                //TraceUtil.Log(SystemModel.Common,TraceLevel.Error,"设置技能:" + LanguageTextManager.GetString(this.skillConfigData.m_name) + ":" + Flag.ToString());
                this.CanChangeButton = Flag;
                if (Flag)
                {
                    //SetButtonStatus(SkillButtonStatus.Enable);
                    if (RecoverFloat != 0)
                    {
                        this.skillButtonStatus = this.HistroySkillButtonStatus;
                    }
                    else
                    {
                        this.skillButtonStatus = SkillButtonStatus.Enable;
                        SetMyButtonActive(true);
                    }
                    this.MPNotEnoughICON.enabled = false;
                    this.RecoveSprite.gameObject.SetActive(true);
                    this.IconPoint2.gameObject.SetActive(true);
                }
                else
                {
                    SetMyButtonActive(true);
                    EffectsPoint.ClearChild();
                    HistroySkillButtonStatus     = this.skillButtonStatus;
                    this.skillButtonStatus       = SkillButtonStatus.MPNotEnough;
                    this.MPNotEnoughICON.enabled = true;
                    this.RecoveSprite.gameObject.SetActive(false);
                    this.IconPoint2.gameObject.SetActive(false);
                }
            }
        }
示例#7
0
        public void SetButtonStatus(bool Flag)
        {
            //m_isDisable = !Flag;

            if (CanChangeButton != Flag)
            {
                this.CanChangeButton = Flag;
                if (Flag)
                {
                    ActiveStepButton();
                    //SetButtonStatus(SkillButtonStatus.Enable);
                    if (RecoverFloat != 0)
                    {
                        this.skillButtonStatus = this.HistroySkillButtonStatus;
                    }
                    else
                    {
                        this.skillButtonStatus = SkillButtonStatus.Enable;
                        SetMyButtonActive(true);
                    }
                    this.MPNotEnoughICON.enabled = false;
                    this.RecoveSprite.gameObject.SetActive(true);
                    this.IconPoint2.gameObject.SetActive(true);
                }
                else
                {
                    SetMyButtonActive(false);
                    if (EffectsObj != null)
                    {
                        Destroy(EffectsObj);
                    }
                    HistroySkillButtonStatus     = this.skillButtonStatus;
                    this.skillButtonStatus       = SkillButtonStatus.MPNotEnough;
                    this.MPNotEnoughICON.enabled = true;
                    this.RecoveSprite.gameObject.SetActive(false);
                    this.IconPoint2.gameObject.SetActive(false);
                }
            }
        }
示例#8
0
        public void SetSirenSkillButtonMPStatus(bool Flag)
        {
            if (m_isDisable)
            {
                return;
            }

            if (CanChangeButton != Flag)
            {
                this.CanChangeButton = true;
                if (Flag)
                {
                    if (RecoverFloat != 0)
                    {
                        this.skillButtonStatus = this.HistroySkillButtonStatus;
                    }
                    else
                    {
                        this.skillButtonStatus = SkillButtonStatus.Enable;
                        SetMyButtonActive(true);
                    }
                    this.MPNotEnoughICON.enabled = false;
                    this.RecoveSprite.gameObject.SetActive(true);
                    this.IconPoint2.gameObject.SetActive(true);
                }
                else
                {
                    SetMyButtonActive(true);
                    EffectsPoint.ClearChild();
                    HistroySkillButtonStatus     = this.skillButtonStatus;
                    this.skillButtonStatus       = SkillButtonStatus.MPNotEnough;
                    this.MPNotEnoughICON.enabled = true;
                    this.RecoveSprite.gameObject.SetActive(true);
                    this.IconPoint2.gameObject.SetActive(false);
                }
            }
        }