public void AeonBtnClickHandler() { #if UNITY_EDITOR if (!VirtualServerController.instance.fightEidtor) #endif if (character.isDead || character.controled || character.Silence || !isCanPlayAeon || _isOrderAeonSkill) { return; } if (Fight.Controller.FightController.instance.fightStatus != FightStatus.Normal) { return; } SkillBarView skillBarView = UIMgr.instance.Get <SkillBarView>(SkillBarView.PREFAB_PATH); Canvas canvas = skillBarView.GetComponent <Canvas>(); Logic.Effect.Controller.EffectController.instance.PlayUIEffect(Logic.Effect.Controller.EffectController.EFFECT_CLICKSKILL, Vector3.zero, Quaternion.identity, Vector3.one, 2f, canvas.sortingOrder, aeonBtn.transform); _isOrderAeonSkill = true; Logic.UI.SkillBar.Controller.SkillBarController.instance.OrderAeonSkill(character.characterInfo.instanceID, character.characterInfo.aeonSkill); ResetAngry(); AudioController.instance.PlayAudio(AudioController.SKILL_CLICK, false); }
public static SkillBarView Open() { SkillBarView skillBarView = UIMgr.instance.Open <SkillBarView>(PREFAB_PATH, EUISortingLayer.MainUI, UIOpenMode.Overlay); return(skillBarView); }
public void SkillClickHandler() { if (canOrder) { Debugger.Log("order skill"); #if UNITY_EDITOR if (!Logic.Net.Controller.VirtualServerController.instance.fightEidtor) #endif if (!Fight.Controller.FightController.instance.autoFight) { if (Time.realtimeSinceStartup - pointDownTime > DELAY) //长按忽略技能释放 { return; } } switch (Fight.Controller.FightController.instance.fightStatus) { case FightStatus.Normal: MechanicsType mechanicsType = Logic.Skill.SkillUtil.GetSkillMechanicsType(skillInfo); //点击浮空和倒地技能,提示特效消失 if (mechanicsType == MechanicsType.Float) { ShowFloatParticle(false); } else if (mechanicsType == MechanicsType.Tumble) { ShowTumbleParticle(false); } break; case FightStatus.FloatWaiting: ShowFloatParticle(false); break; case FightStatus.TumbleWaiting: ShowTumbleParticle(false); break; } ShowRefreshParticle(false); selectedImage.enabled = true; //SetSkillSpriteState(true); SkillBarView skillBarView = UIMgr.instance.Get <SkillBarView>(SkillBarView.PREFAB_PATH); Canvas canvas = skillBarView.canvas; EffectController.instance.PlayUIEffect(Logic.Effect.Controller.EffectController.EFFECT_CLICKSKILL, Vector3.zero, Quaternion.identity, Vector3.one, 2f, canvas.sortingOrder, transform); canOrder = false; _cancelable = true; _cancelTime = Time.time; if (skillItemBoxView.character.characterInfo.skillId1 == skillID && skillID != 0) { skillItemBoxView.character.canOrderSkill1 = false; } else if (skillItemBoxView.character.characterInfo.skillId2 == skillID && skillID != 0) { skillItemBoxView.character.canOrderSkill2 = false; } skillInfo.currentLevel = currentLevel; if (onClickSkillAction != null) { onClickSkillAction(this); } } else if (cancelable && !Fight.Controller.FightController.instance.isWaitingCombo && !Fight.Controller.FightController.instance.isComboing /*&& Time.time - _cancelTime >= 2f*/) { _cancelable = false; Logic.Net.Controller.DataMessageHandler.DataMessage_ResetSkillOrder(skillItemBoxView.character, skillInfo.skillData.skillId, true); } }