Compile-driven bulk-copy loop (tools/engine-port/m1_copy_loop.py) pulled the precise reference closure of the battle-core roots, stopping at the classify god-object/View-VFX-UI boundary. 782 files; no re-explosion (M0 had estimated ~order 1000). Residual frontier = 52 shim-classified + 80 external (Unity/BCL) types to author next.
55 lines
911 B
C#
55 lines
911 B
C#
using UnityEngine;
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namespace Wizard;
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public class EmoteUI : MonoBehaviour
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{
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[SerializeField]
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public NguiObjs[] EmoteBtnList;
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[SerializeField]
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public NguiObjs EmoteTextP;
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[SerializeField]
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public NguiObjs EmoteTextE;
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[SerializeField]
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public NguiObjs ThinkTextE;
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public float EmoteDelayTime;
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public bool isEmoteBtnEnabled = true;
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private void Update()
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{
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if (!isEmoteBtnEnabled)
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{
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emoteCheck();
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}
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}
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private void emoteCheck()
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{
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bool flag = true;
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if (EmoteDelayTime > 0f)
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{
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EmoteDelayTime -= Time.deltaTime;
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flag = false;
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}
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if (flag)
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{
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onEmotes();
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}
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}
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private void onEmotes()
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{
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isEmoteBtnEnabled = true;
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for (int i = 0; i < EmoteBtnList.Length; i++)
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{
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EmoteBtnList[i].buttons[0].enabled = true;
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EmoteBtnList[i].buttons[0].GetComponent<UISprite>().color = new Color(1f, 1f, 1f, 1f);
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}
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}
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}
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