public void Init(GameObject cameraObj)
{
GameObject obj = ResourceSystem.Instance.NewObject("UI/SkillBar") as GameObject;
Canvas canvas = obj.GetComponent<Canvas>();
if (null != canvas && null != cameraObj) {
canvas.renderMode = RenderMode.ScreenSpaceCamera;
canvas.worldCamera = cameraObj.GetComponent<Camera>();
uiCamera = canvas.worldCamera;
}
skillBar = obj.GetComponent<SkillBar>();
skillBar.Clear();
//订阅
subscribes.Add(Utility.EventSystem.Subscribe<int, int, int>("ui_add_skill_button", "ui", AddSkillButton));
subscribes.Add(Utility.EventSystem.Subscribe("ui_remove_skill_buttons", "ui", RemoveAllSkillButtons));
subscribes.Add(Utility.EventSystem.Subscribe<int, float, int>("ui_actor_mp", "ui", ChangeMp));
subscribes.Add(Utility.EventSystem.Subscribe<int, float>("ui_actor_hp", "ui", ChangeHp));
subscribes.Add(Utility.EventSystem.Subscribe<int, int, float>("ui_skill_cooldown", "ui", OnSkillCooldown));
subscribes.Add(Utility.EventSystem.Subscribe("ui_show", "ui", Show));
subscribes.Add(Utility.EventSystem.Subscribe("ui_hide", "ui", Hide));
//发布
//队员技能
skillBar.onSelectSkill = (int objID,int skillID) => {
Utility.SendMessage("GameRoot", "OnCastSkill", new object[] { objID, skillID });
};
}