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