示例#1
0
 private void BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput SKillSlotUIPositionInput, int position)
 {
     SKillSlotUIPositionInput = new SKillSlotUIPositionInput(
         rootPivot: RectTransformSetup.BOTTOM_LEFT,
         rootSize: new Vector2(100, 100),
         rootLocalPositionInPercentage: new Vector2(-0.48f, SkillSlotUI.VerticalLocalPositionInPercentageFromCenter) + new Vector2(-SkillSlotUI.SubSkillSpaceBetween * position, 0f),
         backgroundImageSize: new Vector2(40f, 40f),
         slotIconSize: new Vector2(35f, 35f)
         );
 }
示例#2
0
 private void BuildSKillSlotUIPositionInputForMainWeapon(ref SKillSlotUIPositionInput SKillSlotUIPositionInput)
 {
     SKillSlotUIPositionInput = new SKillSlotUIPositionInput(
         rootPivot: RectTransformSetup.BOTTOM_RIGHT,
         rootSize: new Vector2(100, 100),
         rootLocalPositionInPercentage: new Vector2(0.48f, SkillSlotUI.VerticalLocalPositionInPercentageFromCenter),
         backgroundImageSize: new Vector2(100, 53.9f),
         slotIconSize: new Vector2(70f, 70f)
         );
 }
示例#3
0
        public SkillSlotUI(ref SKillSlotUIPositionInput SKillSlotUIPositionInput)
        {
            var instanciatedObject = MonoBehaviour.Instantiate(SkillSlotUIGlobalConfigurationGameObject.Get().SkillSlotUIGlobalConfiguration.SkillSlotUIBasePrefab, CoreGameSingletonInstances.GameCanvas.transform);

            this.SkillSlotUIGameObject = instanciatedObject.GetComponent <SkillSlotUIGameObject>();

            this.SkillSlotUIGameObject.Init();

            this.SkillSlotUIGameObject.PositionAndScaleSkillSlot(ref SKillSlotUIPositionInput);
        }
示例#4
0
        public void PositionAndScaleSkillSlot(ref SKillSlotUIPositionInput SKillSlotUIPositionInput)
        {
            (this.transform as RectTransform).Reset(SKillSlotUIPositionInput.RootPivot);
            (this.transform as RectTransform).sizeDelta = SKillSlotUIPositionInput.RootSize;
            (this.transform as RectTransform).SetPivot(SKillSlotUIPositionInput.RootPivot);
            (this.transform as RectTransform).SetLocalPositionRelativeToCanvasScaler(SKillSlotUIPositionInput.RootLocalPositionInPercentage);

            (this.BackgroundImage.transform as RectTransform).sizeDelta           = SKillSlotUIPositionInput.BackgroundImageSize;
            (this.SkillSlotUIconIGameObject.transform as RectTransform).sizeDelta = SKillSlotUIPositionInput.SlotIconSize;

            this.WorldCenter = (this.transform as RectTransform).position;
        }
示例#5
0
        public SkillSystem(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem)
        {
            SKillSlotUIPositionInput SKillSlotUIPositionInput = default(SKillSlotUIPositionInput);

            BuildSKillSlotUIPositionInputForMainWeapon(ref SKillSlotUIPositionInput);
            this.MainWeaponSkillSlot = new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput,
                                                     InputID.FIRING_PROJECTILE_DOWN_HOLD);

            BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 0);
            this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_1_DOWN_HOLD));
            BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 1);
            this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_2_DOWN_HOLD));
            BuildSkillSlotForSubSkill(ref SKillSlotUIPositionInput, 2);
            this.SubSkillSlots.Add(new SkillSlot(AssociatedInteractiveObject, interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput, InputID.SKILL_3_DOWN_HOLD));
        }
示例#6
0
        public SkillSlot(CoreInteractiveObject AssociatedInteractiveObject, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem, ref SKillSlotUIPositionInput SKillSlotUIPositionInput,
                         InputID AssociatedInput)
        {
            this.AssociatedInteractiveObject          = AssociatedInteractiveObject;
            this._interactiveObjectActionPlayerSystem = interactiveObjectActionPlayerSystem;
            this.AssociatedInput = AssociatedInput;
            this.SkillSlotUI     = new SkillSlotUI(ref SKillSlotUIPositionInput);
            this.CurrentPlayerActionInherentData = new ObjectVariable <InteractiveObjectActionInherentData>(this.OnCurrentPlayerActionInherentDataChanged);

            this.SkillSlotUI.SetInputText(InputControlLookup.GetInputControlRawName(InputControlLookup.FindTheFirstInputControlForInputID(this.AssociatedInput)));
        }