示例#1
0
        private void SkillFlawEffect(SwitchGameModeEventArgs e)
        {
            SkillNameTag skillName = skillManager.GetSkillNameTag(e.CommandTag);
            Dictionary <SkillComponentTag, EffectData> compInt
                = skillManager.GetSkillEffect(skillName);

            int    index = 0;
            Text   uiText;
            Text   uiData;
            string effectName;
            string effectData;

            foreach (SkillComponentTag sct in orderedFlawEffect)
            {
                if (compInt.ContainsKey(sct))
                {
                    uiText = SearchText(orderedUIText[index]);
                    uiData = SearchText(orderedUIData[index]);

                    effectName = skillManager.GetSkillComponentName(sct);
                    effectData = skillManager.GetSkillEffectName(sct,
                                                                 compInt[sct]);

                    uiText.text = effectName;
                    uiData.text = effectData;

                    index++;
                }
            }
        }
示例#2
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        private void Canvas_PCStatus_SkillData_SwitchingGameMode(object sender,
                                                                 SwitchGameModeEventArgs e)
        {
            if (e.EnterMode == GameModeTag.AimMode)
            {
                foreach (GameObject go in uiObjects)
                {
                    go.GetComponent <Text>().text = "";
                }

                Range(e.CommandTag);
                Cooldown(e.CommandTag);
                Damage(e.CommandTag);
                Effect(e.CommandTag);
                SkillNameType(e.CommandTag);

                if (e.LeaveMode == GameModeTag.NormalMode)
                {
                    GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag,
                                                                      true);
                }
            }
            else if (e.LeaveMode == GameModeTag.AimMode)
            {
                GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag,
                                                                  false);
            }
        }
示例#3
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 private void Canvas_Help_SwitchingGameMode(object sender,
                                            SwitchGameModeEventArgs e)
 {
     // Enter Log mode.
     if (e.EnterMode == GameModeTag.LogMode)
     {
         SwitchVisibility(false);
     }
     // Leave Log mode.
     else if (e.LeaveMode == GameModeTag.LogMode)
     {
         SwitchVisibility(true);
     }
     // Enter Examine mode.
     else if (e.EnterMode == GameModeTag.ExamineMode)
     {
         ClearText();
         PrintExamineModeText();
     }
     // Enter Aim mode.
     else if (e.EnterMode == GameModeTag.AimMode)
     {
         ClearText();
         PrintAimModeText();
     }
     // Leave Examine mode or Aim mode.
     else if ((e.LeaveMode == GameModeTag.ExamineMode) ||
              (e.LeaveMode == GameModeTag.AimMode))
     {
         ClearText();
         PrintNormalModeText();
     }
 }
示例#4
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 private void PCAttackTarget_SwitchingGameMode(object sender,
                                               SwitchGameModeEventArgs e)
 {
     if (e.LeaveMode == GameModeTag.AimMode)
     {
         targetPosition = aimMarker.GetComponent <MetaInfo>().Position;
     }
 }
 private void Canvas_BuildSkill_Right_SwitchingGameMode(object sender,
                                                        SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.BuildSkillMode)
     {
         PrintText();
     }
 }
示例#6
0
 private void AimMarkerPosition_SwitchedGameMode(object sender,
                                                 SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.NormalMode)
     {
         GameCore.AxeManCore.GetComponent <MarkerPosition>()
         .ResetMarkerPosition(gameObject);
     }
 }
示例#7
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 private void Canvas_Main_SwitchingGameMode(object sender,
                                            SwitchGameModeEventArgs e)
 {
     // TODO: Maybe we will need to hide this canvas?
     if (e.EnterMode == GameModeTag.NormalMode)
     {
         SwitchVisibility(true);
     }
 }
示例#8
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 private void Canvas_ExamineMode_SwitchingGameMode(object sender,
                                                   SwitchGameModeEventArgs e)
 {
     if ((e.LeaveMode == GameModeTag.ExamineMode) ||
         (e.LeaveMode == GameModeTag.AimMode))
     {
         SwitchVisibility(false);
     }
 }
示例#9
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 private void SkillTemplateData_SwitchingGameMode(object sender,
                                                  SwitchGameModeEventArgs e)
 {
     if ((e.LeaveMode == GameModeTag.BuildSkillMode) &&
         (e.EnterMode == GameModeTag.StartMode))
     {
         GetComponent <SaveLoadXML>().Save(xmlFile, currentTemplate,
                                           directory);
     }
 }
示例#10
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 private void Canvas_ExamineMode_SwitchedGameMode(object sender,
                                                  SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.ExamineMode)
     {
         EnterAimOrExamineMode(SubTag.ExamineMarker);
     }
     else if (e.EnterMode == GameModeTag.AimMode)
     {
         EnterAimOrExamineMode(SubTag.AimMarker);
     }
 }
示例#11
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 private void Canvas_Message_SwitchingGameMode(object sender,
                                               SwitchGameModeEventArgs e)
 {
     if (e.LeaveMode == GameModeTag.NormalMode)
     {
         SwitchVisibility(false);
     }
     else if (e.EnterMode == GameModeTag.NormalMode)
     {
         SwitchVisibility(true);
     }
 }
示例#12
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 private void Canvas_BuildSkill_SwitchingGameMode(object sender,
                                                  SwitchGameModeEventArgs e)
 {
     if (e.LeaveMode == GameModeTag.BuildSkillMode)
     {
         SwitchVisibility(false);
     }
     else if (e.EnterMode == GameModeTag.BuildSkillMode)
     {
         SwitchVisibility(true);
     }
 }
示例#13
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 private void Canvas_PCStatus_HPSkill_SwitchingGameMode(object sender,
                                                        SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.AimMode)
     {
         GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, false);
     }
     else if (e.LeaveMode == GameModeTag.AimMode)
     {
         GetComponent <UIManager>().SwitchCanvasVisibility(canvasTag, true);
     }
 }
示例#14
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 private void Canvas_World_SwitchedGameMode(object sender,
                                            SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.ExamineMode)
     {
         SearchText(UITag.Modeline).text = ExamineModeText();
     }
     else if (e.EnterMode == GameModeTag.AimMode)
     {
         skillNameTag = skillManager.GetSkillNameTag(e.CommandTag);
         SearchText(UITag.Modeline).text = AimModeText();
     }
 }
示例#15
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 private void Canvas_PCStatus_SkillFlawEffect_SwitchingGameMode(
     object sender, SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.AimMode)
     {
         ClearUIText();
         SkillFlawEffect(e);
     }
     else if (e.LeaveMode == GameModeTag.AimMode)
     {
         ClearUIText();
     }
 }
示例#16
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 private void Canvas_Log_SwitchingGameMode(object sender,
                                           SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.LogMode)
     {
         PrintLog();
         SwitchVisibility(true);
     }
     else if (e.LeaveMode == GameModeTag.LogMode)
     {
         SwitchVisibility(false);
     }
 }
示例#17
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 private void Canvas_World_SwitchingGameMode(object sender,
                                             SwitchGameModeEventArgs e)
 {
     if (e.LeaveMode == GameModeTag.ExamineMode)
     {
         ClearModeline();
     }
     else if (e.LeaveMode == GameModeTag.AimMode)
     {
         skillNameTag = SkillNameTag.INVALID;
         ClearModeline();
     }
 }
示例#18
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 private void ExamineMarkerPosition_SwitchingGameMode(object sender,
                                                      SwitchGameModeEventArgs e)
 {
     if (e.EnterMode == GameModeTag.ExamineMode)
     {
         GameCore.AxeManCore.GetComponent <MarkerPosition>().
         MoveMarkerToPC(gameObject);
     }
     else if (e.LeaveMode == GameModeTag.ExamineMode)
     {
         GameCore.AxeManCore.GetComponent <MarkerPosition>().
         ResetMarkerPosition(gameObject);
     }
 }
示例#19
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 private void AimMarkerPosition_SwitchingGameMode(object sender,
                                                  SwitchGameModeEventArgs e)
 {
     // This event can be triggered by two objects: PC and AimMarker. In
     // the first case, player presses skill key (QWER) in Normal Mode to
     // enter Aim Mode. In the later case, player presses skill key
     // inside Aim Mode. We should only move the aim marker to PC's
     // position in the FIRST case.
     if (e.EnterMode == GameModeTag.AimMode)
     {
         if (e.LeaveMode == GameModeTag.AimMode)
         {
             return;
         }
         GameCore.AxeManCore.GetComponent <MarkerPosition>()
         .MoveMarkerToPC(gameObject);
     }
 }
示例#20
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 private void Awake()
 {
     dataLoaded = false;
     enterStart = new SwitchGameModeEventArgs(
         GameModeTag.INVALID, GameModeTag.StartMode);
 }