public void _Show(Ability ability, Vector3 pos, int pivotCorner = 2, Vector3 offset = default(Vector3)) { SetPivot(pivotCorner); labelName.text = ability.name; labelDesp.text = ability.desp; labelDesp.enabled = true; if (AbilityManager.UseRscManagerForCost()) { List <float> cost = ability.GetCostRsc(); for (int i = 0; i < RscManager.GetResourceCount(); i++) { rscItemList[i].imgMain.sprite = RscManager.GetRscIcon(i); rscItemList[i].lbMain.text = cost[i].ToString("f0"); rscItemList[i].SetActive(true); } } else { rscItemList[0].imgMain.sprite = AbilityDB.GetRscIcon(); rscItemList[0].lbMain.text = ability.GetCost().ToString("f0"); for (int i = 1; i < RscManager.GetResourceCount(); i++) { rscItemList[i].SetActive(false); } } minHeight = 120; rectT.position = pos + offset; canvasGroup.alpha = 1; thisObj.SetActive(true); }
//called when an ability is fired, reduce the energy, start the cooldown and what not public void ActivateAbility(Ability ab, Vector3 pos = default(Vector3)) { ab.usedCount += 1; energy -= ab.GetCost(); StartCoroutine(ab.CooldownRoutine()); CastAbility(ab, pos); if (onAbilityActivatedE != null) { onAbilityActivatedE(ab); } }
void ShowTooltip(Ability ability) { lbTooltipName.text = ability.name; lbTooltipDesp.text = ability.GetDesp(); tooltipRscItem.label.text = ability.GetCost().ToString("f0"); //~ List<int> cost=tower.GetCost(); //~ for(int i=0; i<tooltipRscItemList.Count; i++){ //~ tooltipRscItemList[i].label.text=cost[i].ToString(); //~ } tooltipCanvasG.alpha = 1; tooltipObj.SetActive(true); }
//called when an ability is fired, reduce the energy, start the cooldown and what not public void ActivateAbility(Ability ab, Vector3 pos = default(Vector3), Unit unit = null) { energy -= ab.GetCost(); ab.Activate(pos); //ab.CastEffectObject(pos); //CastAbility(ab, pos, unit); //if(ab.effectObj!=null) // ObjectPoolManager.Spawn(ab.effectObj, pos, Quaternion.identity); if (ab.useDefaultEffect) { StartCoroutine(ApplyAbilityEffect(ab, pos, unit)); } TDTK.OnAbilityActivated(ab); }
//called when an ability is fired, reduce the energy, start the cooldown and what not public void ActivateAbility(Ability ab, Vector3 pos=default(Vector3), Unit unit=null){ ab.usedCount+=1; energy-=ab.GetCost(); StartCoroutine(ab.CooldownRoutine()); CastAbility(ab, pos, unit); if(onAbilityActivatedE!=null) onAbilityActivatedE(ab); }