public void Play(UISkillButton parent)
 {
     //IL_009c: Unknown result type (might be due to invalid IL or missing references)
     isActive = true;
     if (obj != null)
     {
         obj.SetActive(true);
     }
     if (alpha != null)
     {
         alpha.ResetToBeginning();
         alpha.PlayForward();
     }
     if (scale != null)
     {
         scale.ResetToBeginning();
         scale.PlayForward();
     }
     if (work != null)
     {
         parent.StopCoroutine(work);
     }
     work = EndCheck();
     parent.StartCoroutine(work);
 }
示例#2
0
    private void InitButtons()
    {
        while (0 < skill_button_spot.childCount)
        {
            Destroy(skill_button_spot.GetChild(0).gameObject);
            skill_button_spot.GetChild(0).transform.SetParent(null);
        }

        GameManager.Instance.player.RemoveSkill(Skill_Runaway.SKILL_ID);

        skill_button_spot.gameObject.SetActive(true);
        skill_buttons = new List <UISkillButton>();

        foreach (var itr in GameManager.Instance.player.skills)
        {
            if (Skill.TriggerType.Passive == itr.Value.skill_data.meta.trigger_type)
            {
                continue;
            }
            UISkillButton skillButton = GameObject.Instantiate <UISkillButton>(skill_button_prefab);
            Skill         skill       = itr.Value.skill_data;
            skillButton.Init(skill, () =>
            {
                if (0 < skill.cooltime)
                {
                    SceneDungeon.log.Write("can not use skill");
                    return;
                }

                GameManager.Instance.player.current_skill = skill;
                skill.cooltime = skill.meta.cooltime;
                skillButton.skill_icon.fillAmount = 0.0f;
            });
            skill_buttons.Add(skillButton);
            skillButton.transform.SetParent(skill_button_spot, false);
        }

        runaway_button.gameObject.SetActive(true);
        GameManager.Instance.player.AddSkill(SkillManager.Instance.FindMeta <Skill_Runaway.Meta>(Skill_Runaway.SKILL_ID).CreateInstance());
        {
            Skill skill = GameManager.Instance.player.skills[Skill_Runaway.SKILL_ID].skill_data;
            runaway_button.Init(skill, () =>
            {
                if (0 < skill.cooltime)
                {
                    SceneDungeon.log.Write("can not use skill");
                    return;
                }
                GameManager.Instance.player.current_skill = skill;
                skill.cooltime = skill.meta.cooltime;
                runaway_button.skill_icon.fillAmount = 0.0f;
            });
            skill_buttons.Add(runaway_button);
        }
    }
示例#3
0
    public BattleResult battle_result = BattleResult.Invalid;                                 // 0 : lose, 1 : win, 2 : draw

    private void Awake()
    {
        dungeon = UIUtil.FindChild <Dungeon>(transform, "../Dungeon");
        monster = UIUtil.FindChild <Monster>(transform, "Monster");
        player_damage_effect_spot = UIUtil.FindChild <Transform>(transform, "../UI/BattleEffect");
        player_health             = UIUtil.FindChild <UIGaugeBar>(transform, "../UI/Player/Health");
        skill_button_spot         = UIUtil.FindChild <Transform>(transform, "../UI/Battle/SkillButtons");
        runaway_button            = UIUtil.FindChild <UISkillButton>(transform, "../UI/Dungeon/SideButtons/RunawayButton");
        touch_input = GetComponent <TouchInput>();
        if (null == touch_input)
        {
            throw new MissingComponentException("TouchInput");
        }
        touch_input.block_count++;
    }
 public void Init(UISkillButton parent)
 {
     if (work != null)
     {
         parent.StopCoroutine(work);
         work = null;
     }
     if (isActive)
     {
         isActive = false;
         if (obj != null)
         {
             obj.SetActive(false);
         }
     }
 }
示例#5
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            /*
             *  Load content for the "game" state
             */
            //Load the background
            UIBox background = new UIBox(GameBoard.game, 0, 0, this.gameWidth, this.gameHeight);

            background.thisSprite  = Content.Load <Texture2D>(@"Images/background");
            background.layer       = 100;
            background.visible     = true;
            background.mouseEvents = false;

            //Create a new UIGrid
            this.UIGrid = new UIGrid(Grid.mainGrid);
            //Pass that grid to the UnitManager object
            UnitManager.Manager.UIGrid = this.UIGrid;
            //Load grid textures
            UIGridCell.Load(Content);
            //Load health bar textures
            UIHealthBar.Load(Content);
            //Load moves left textures
            UIMovesLeft.Load(Content);
            //Load the active unit UI textures
            UIStatBackground.Load(Content);
            UITextBox.Load(Content);
            UISkillButton.Load(Content);
            UIDefaultActionButton.Load(Content);
            //Load UIUnit textures
            for (int p = 0; p < playList.Count; p++)
            {
                for (int i = 0; i < playList[p].Units.Count; i++)
                {
                    playList[p].Units[i].sprite.Load(Content);
                }
            }

            //rock.sprite.Load(Content);

            /*
             *  Load content for the "teamSelect" state
             */


            /*
             *  Load content for the "startMenu" state
             */
            //Load the background
            UIBox startMenuBackground = new UIBox(GameBoard.startMenu, 0, 0, this.windowWidth, this.windowHeight);

            startMenuBackground.thisSprite  = Content.Load <Texture2D>(@"Images/TitleScreen/titleScreenBackground");
            startMenuBackground.layer       = 100;
            startMenuBackground.visible     = true;
            startMenuBackground.mouseEvents = false;
            startMenuBackground.viewMove    = false;
            //Load the start button
            UIStartButton startButton = new UIStartButton(GameBoard.startMenu, (this.windowWidth - 672) / 2, (this.windowHeight - 217) / 2, 672, 217);

            UIStartButton.Load(Content);
            startButton.layer    = 99;
            startButton.visible  = true;
            startButton.viewMove = false;

            /*
             *  Load content for the 'endMenu' state
             */
            UIBox endMenuBackground = new UIBox(GameBoard.endMenu, 0, 0, this.windowWidth, this.windowHeight);

            endMenuBackground.thisSprite  = Content.Load <Texture2D>(@"Images/EndScreen/endScreenBackground");
            endMenuBackground.layer       = 100;
            endMenuBackground.visible     = true;
            endMenuBackground.mouseEvents = false;
            endMenuBackground.viewMove    = false;
            //Load the exit button
            UIExitButton exitButton = new UIExitButton(GameBoard.endMenu, (this.windowWidth - 672) / 2, ((this.windowHeight - 217) / 2) + 150, 672, 217);

            UIExitButton.Load(Content);
            exitButton.layer    = 99;
            exitButton.visible  = true;
            exitButton.viewMove = false;

            //Load other content here
            //Load fonts
            GameBoard.font = Content.Load <SpriteFont>("Fonts/dosis");
        }