// Start is called before the first frame update void Start() { IsSearch = false; IsUse = true; eria_ = GetComponent <SphereCollider>(); eria_.enabled = false; mesh_ = GetComponent <MeshRenderer>(); mesh_.enabled = false; skillDraw_ = FindObjectOfType <UI_Skill>(); updateAreaSize_ = areaSizeMAX_ / areaMaxTime_; canselSize_ = areaSizeMAX_ / (areaMaxTime_ / cancelTime_); }
/// <summary> /// サーチ停止 /// </summary> public void Stop() { if (IsUse) { return; } if (!IsSearch) { return; } if (canselSize_ > transform.localScale.x) { return; } //コライダーを無効にする eria_.enabled = false; mesh_.enabled = false; transform.localScale = new Vector3(0.001f, 0.001f, 0.001f); // スキルのインターバル設定 SkillIntervalTimeCount_ = skillIntervalTime_; // UIにサーチがクールタイムになったことを知らせる if (skillDraw_ == null) { skillDraw_ = FindObjectOfType <UI_Skill>(); } skillDraw_.StartCoolTime(); // サーチ中フラグを無効化 IsSearch = false; // スキル効果時間の設定 for (int i = 0; i < enemySearchInfo_.Count; i++) { // 既に効果時間が設定されているものはパス if (enemySearchInfo_[i].skillEffectTime_ > 0f) { continue; } // そうでなければスキル効果時間を設定 enemySearchInfo_[i].isInSearchArea = false; enemySearchInfo_[i].skillEffectTime_ = skillEffectTime_; } }
void Start() { ObjectEventDispatcher.dispatcher.addEventListener(EventTypeName.DIU_FEIDAO, DiuFeidao); ObjectEventDispatcher.dispatcher.addEventListener(EventTypeName.DISTORY_FEIDAO, HasShouDao); if (!_uiskill) { _uiskill = GetComponent <UI_Skill>(); } if (!_hzdate) { _hzdate = GetComponent <HZDate>(); } if (!_player) { _player = GlobalTools.FindObjByName("player"); } _uiskill.SetHZDate(_hzdate); }
public void Build(List <SkillBase> skills, Action <int> callback_OnSelected) { int index = 0; foreach (var s in skills) { var type = s.skillinfo.skilltype; if (!positions.ContainsKey(s.skillinfo.skilltype)) { var container = parentcontainers.CreateDefaultSubObject <UI_SkillContainer>("Parent::Container_" + type, model_parent_containers); container.skilltype = type; positions.Add(type, container); positions[type].SubdivisionName.text = s.skillinfo.skilltype.ToString(); } var parent = positions[type]; var info = s.skillinfo; var ui = parent.parent.CreateDefaultSubObject <UI_Skill>("Skill::Container:_ " + info.skill_name, model_skill); ui.Initialize(index, callback_OnSelected); ui.Set_SkillInfo(info); ui.Refresh(); s.SetUI(ui); ui.OnUI_Unselect(); if (!oneshot) { oneshot = true; first = ui; ConfigurateFirst(ui.gameObject); } index++; } }
public void SetUI(UI_Skill _ui) => ui_skill = _ui;