CharaAppealData.cs 2.6 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class CharaAppealData
  5. {
  6. public bool IsCanApplel
  7. {
  8. get
  9. {
  10. return !this.IsAppealNow && !this.IsAppealCoolNow && this.m_GaugeValue >= 200;
  11. }
  12. }
  13. public GameObject AppealCutInpanel
  14. {
  15. get
  16. {
  17. return this.m_CutInPanel;
  18. }
  19. set
  20. {
  21. if (this.m_CutInPanel == value)
  22. {
  23. return;
  24. }
  25. this.m_CutInPanel = value;
  26. if (this.AppealCutInEffect)
  27. {
  28. this.AppealCutInEffect.transform.SetParent(this.m_CutInPanel.transform.parent, false);
  29. }
  30. }
  31. }
  32. public int CutInEffectOrder
  33. {
  34. get
  35. {
  36. return this.m_EffectOrder;
  37. }
  38. set
  39. {
  40. if (this.m_EffectOrder == value)
  41. {
  42. return;
  43. }
  44. this.m_EffectOrder = value;
  45. for (int i = 0; i < this.EffectRender.Count; i++)
  46. {
  47. this.EffectRender[i].sortingOrder = this.m_EffectRenderOrder[i] + this.m_EffectOrder;
  48. }
  49. }
  50. }
  51. public int GaugeCount
  52. {
  53. get
  54. {
  55. return this.AppealValue / 200;
  56. }
  57. }
  58. public int AppealGauge
  59. {
  60. get
  61. {
  62. return this.m_GaugeValue;
  63. }
  64. set
  65. {
  66. if (this.m_GaugeValue == value)
  67. {
  68. return;
  69. }
  70. this.m_GaugeValue = value;
  71. for (int i = 0; i < this.AllGaugeList.Count; i++)
  72. {
  73. this.AllGaugeList[i].fillAmount = (float)(this.m_GaugeValue - i * 200) / 200f;
  74. if (this.AllGaugeList[i].fillAmount <= 0f)
  75. {
  76. break;
  77. }
  78. }
  79. }
  80. }
  81. public int AppealValue;
  82. public int AppealMax;
  83. public bool IsAppealNow;
  84. public bool IsAppealCoolNow;
  85. private GameObject m_CutInPanel;
  86. private int m_EffectOrder;
  87. public List<ParticleSystem> AllCutInEffect = new List<ParticleSystem>();
  88. public List<ParticleSystemRenderer> EffectRender = new List<ParticleSystemRenderer>();
  89. public List<int> m_EffectRenderOrder = new List<int>();
  90. public UI2DSprite AppealCutIn;
  91. public UI2DSprite ReversalCutIn;
  92. public UIBasicSprite CoolTimeGauge;
  93. public UIBasicSprite AppelCoolFlash;
  94. public bool IsCutInNow;
  95. public bool IsRevarsalNow;
  96. public GameObject AppealGaugeEffect;
  97. public GameObject AppealCutInEffect;
  98. public GameObject ReversalCutInEffect;
  99. public Appeal_Mgr.CutInMove CutInType;
  100. public Transform GaugeGroup;
  101. public List<UISprite> AllGaugeList = new List<UISprite>();
  102. private int m_GaugeValue;
  103. public UIBasicSprite AppealFlashGauge;
  104. public AudioSource AudioSE;
  105. public string strPersonalVoice1;
  106. public string strPersonalVoice2;
  107. public string strJobVoice;
  108. public string strReversalVoice;
  109. public GameObject ReversalObj;
  110. public UIBasicSprite TimerGauge;
  111. public GameObject SweatEffect;
  112. public GameObject AuraEffect;
  113. public int AppealCombo;
  114. public AudioSourceMgr AudioVoice;
  115. public AudioSourceMgr ReversalVoice;
  116. }