1 using UnityEngine;
2 using
System.Collections;
3
4 namespace
GamePlay
5 {
6     
public class RevivalTask : MonoBehaviour
7     {
8         
public Sprite[] icons;
9         
public GameObject Icon;
10         
public GameObject Task;
11
12         
private bool isVisible;
13         
private float duration;
14         
private float stateTime;
15         
private float scaleX;
16
17         
private bool isRunning;
18
19         
public void setIcon(EmotionType emotion)
20         {
21             Icon.GetComponent<SpriteRenderer>().sprite = icons[(
int)emotion];
22
23             isRunning =
true;
24
25             
/*
26             
switch (skillType)
27             {
28                 
case SkillType.BUON:
29                     Icon.GetComponent<SpriteRenderer>().sprite = icons[
0];
30                     
break;
31                 
case SkillType.CUOI:
32                     Icon.GetComponent<SpriteRenderer>().sprite = icons[
1];
33                     
break;
34                 
case SkillType.CUOIDEU:
35                     Icon.GetComponent<SpriteRenderer>().sprite = icons[
2];
36                     
break;
37                 
case SkillType.TUC:
38                     Icon.GetComponent<SpriteRenderer>().sprite = icons[
3];
39                     
break;
40                 
case SkillType.HOAMAT:
41                     Icon.GetComponent<SpriteRenderer>().sprite = icons[
4];
42                     
break;
43             }
44              * */

45         }
46
47         
public void Update()
48         {
49             
if (isVisible && isRunning)
50             {
51                 stateTime -= Time.deltaTime;
52                 scaleX = stateTime / duration;
53                 
if (stateTime <= 0)
54                 {
55                     isVisible =
false;
56                     scaleX =
0;
57                     gameObject.SetActive(
false);
58                 }
59                 Task.transform.localScale =
new Vector3(scaleX, 1, 1);
60             }
61         }
62
63         
public void show(float duration)
64         {
65             
this.duration = duration;
66             
this.isVisible = true;
67             
this.stateTime = duration;
68             
this.scaleX = 1;
69             gameObject.SetActive(
true);
70         }
71
72         
public void setRunning(bool isRunning)
73         {
74             
this.isRunning = isRunning;
75         }
76     }
77 }



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