using BrewMonster.Assets.PerfectWorld.Scripts.UI.GamePlay; using UnityEngine; using UnityEngine.UI; namespace BrewMonster { public class AUIToggle : AUIImagePictureBase { [Header("SkillToggleUI")] [SerializeField] protected int skillID; [SerializeField] protected Toggle uiToggle; public override void Awake() { return; } public void SetSkillID(int id) { skillID = id; } public override void SetImage(Sprite sprite) { if (disPlayImage == null) { return; } disPlayImage.sprite = sprite; disPlayImage.gameObject.SetActive(true); } public override void Clear() { base.Clear(); } } /// Merged open/close skill selection for assign UI (replaces OpenAssignSkillEvent + CloseAssignSkillEvent). public struct AssignSkillSelectionChangedEvent { public int skillID; public bool selected; public AssignSkillSelectionChangedEvent(int skillId, bool selected) { skillID = skillId; this.selected = selected; } } // public struct OpenAssignSlotEvent // { // public int slotIndex; // public OpenAssignSlotEvent(int index) // { // slotIndex = index; // } // } // public struct CloseAssignSlotEvent // { // public int slotIndex; // public CloseAssignSlotEvent(int index) // { // slotIndex = index; // } // } public struct OnAssignSkillEvent { public int skillID; public int slotIndex; public OnAssignSkillEvent(int skillID, int slotIndex) { this.skillID = skillID; this.slotIndex = slotIndex; } } /// Action palette row selection for quickbar assign (same order as CDlgSkillSubAction shortcut sets). public struct AssignActionSelectionChangedEvent { public int actionSetIndex; public int shortcutIndexInSet; public bool selected; public AssignActionSelectionChangedEvent(int actionSetIndex, int shortcutIndexInSet, bool selected) { this.actionSetIndex = actionSetIndex; this.shortcutIndexInSet = shortcutIndexInSet; this.selected = selected; } } /// Published after an action shortcut is written to the assign cache; palette uses indices to UncheckAfterAssign. public struct OnAssignActionEvent { public int actionSetIndex; public int shortcutIndexInSet; public int quickbarSlotIndex; public OnAssignActionEvent(int actionSetIndex, int shortcutIndexInSet, int quickbarSlotIndex) { this.actionSetIndex = actionSetIndex; this.shortcutIndexInSet = shortcutIndexInSet; this.quickbarSlotIndex = quickbarSlotIndex; } } }