Ejemplo n.º 1
0
        void Awake()
        {
            optionEnabled.normalColor      = new Color32(255, 255, 255, 255);
            optionEnabled.highlightedColor = new Color32(255, 255, 255, 255);
            optionEnabled.pressedColor     = new Color32(255, 255, 255, 200);
            optionEnabled.disabledColor    = new Color32(61, 61, 61, 255);
            optionEnabled.colorMultiplier  = 1;

            tutorialYes.SetColorBlock("normal", b.colors);  // for some reason this is all bugged, so need to set the normal colour block
            tutorialNo.SetColorBlock("normal", b.colors);
            tutorialYes.SetColorBlock("na0", optionEnabled);
            tutorialNo.SetColorBlock("na0", optionEnabled);
            tipsYes.SetColorBlock("normal", b.colors);
            tipsNo.SetColorBlock("normal", b.colors);
            tipsYes.SetColorBlock("na0", optionEnabled);
            tipsNo.SetColorBlock("na0", optionEnabled);
            as1.SetColorBlock("normal", b.colors);
            as2.SetColorBlock("normal", b.colors);
            as1.SetColorBlock("na0", optionEnabled);
            as2.SetColorBlock("na0", optionEnabled);
            timerYes.SetColorBlock("normal", b.colors);
            timerNo.SetColorBlock("normal", b.colors);
            timerYes.SetColorBlock("na0", optionEnabled);
            timerNo.SetColorBlock("na0", optionEnabled);
            fullscreenYes.SetColorBlock("normal", b.colors);
            fullscreenNo.SetColorBlock("normal", b.colors);
            fullscreenYes.SetColorBlock("na0", optionEnabled);
            fullscreenNo.SetColorBlock("na0", optionEnabled);

            bgmtt.SetKey("title", "bgm_title");
            bgmtt.SetKey("subtitle", "bgm_des");
            sfxtt.SetKey("title", "sfx_title");
            sfxtt.SetKey("subtitle", "sfx_des");
            tutorialtt.SetKey("title", "tutorial_title");
            tutorialtt.SetKey("subtitle", "tutorial_des");
            tipstt.SetKey("title", "tips_title");
            tipstt.SetKey("subtitle", "tips_des");
            animationSpeedtt.SetKey("title", "as_title");
            animationSpeedtt.SetKey("subtitle", "as_des");
            timertt.SetKey("title", "timer_title");
            timertt.SetKey("subtitle", "timer_des");
            fullscreentt.SetKey("title", "fullscreen_title");
            fullscreentt.SetKey("subtitle", "fullscreen_des");
            resolutiontt.SetKey("title", "resolution_title");
            resolutiontt.SetKey("subtitle", "resolution_des");

            bgmtt.SetImageDisplayBackgroundWidth(labelWidthsBig);
            sfxtt.SetImageDisplayBackgroundWidth(labelWidthsBig);
            tutorialtt.SetImageDisplayBackgroundWidth(labelWidths);
            tipstt.SetImageDisplayBackgroundWidth(labelWidths);
            animationSpeedtt.SetImageDisplayBackgroundWidth(labelWidthsBig);
            timertt.SetImageDisplayBackgroundWidth(labelWidths);
            fullscreentt.SetImageDisplayBackgroundWidth(labelWidths);
            resolutiontt.SetImageDisplayBackgroundWidth(labelWidths);
        }
Ejemplo n.º 2
0
        private bool selectButtonEnabled = false;   /// <value> Select button will only move to next scene if a class is selected </value>

        /// <summary>
        /// Awake to intialize eventSystem and select button's alternate colour blocks
        /// </summary>
        void Awake()
        {
            ColorBlock sbEnabledBlock  = selectButton.colors;
            ColorBlock btsPressedBlock = selectButton.colors;   // arbitrary, just need a color block
            ColorBlock btsNormalBlock  = selectButton.colors;   // arbitrary, just need a color block

            sbEnabledBlock.normalColor      = new Color32(255, 255, 255, 100);
            sbEnabledBlock.highlightedColor = new Color32(133, 133, 133, 255);
            sbEnabledBlock.pressedColor     = new Color32(255, 255, 255, 255);

            btsPressedBlock.normalColor      = new Color32(255, 255, 255, 255);
            btsPressedBlock.highlightedColor = new Color32(255, 255, 255, 255);
            btsPressedBlock.pressedColor     = new Color32(255, 255, 255, 255);
            btsPressedBlock.disabledColor    = new Color32(61, 61, 61, 255);

            foreach (ButtonTransitionState bts in compBtss)
            {
                bts.SetColorBlock("normal", btsNormalBlock);
                bts.SetColorBlock("na0", btsPressedBlock);
            }
            foreach (ButtonTransitionState bts in classBtss)
            {
                bts.SetColorBlock("normal", btsNormalBlock);
                bts.SetColorBlock("na0", btsPressedBlock);
            }

            warriorIcon = Resources.Load <Sprite>("Sprites/Classes/WarriorIcon");
            mageIcon    = Resources.Load <Sprite>("Sprites/Classes/MageIcon");
            archerIcon  = Resources.Load <Sprite>("Sprites/Classes/ArcherIcon");
            rogueIcon   = Resources.Load <Sprite>("Sprites/Classes/RogueIcon");

            sbBts.SetColorBlock("na0", sbEnabledBlock);
        }
Ejemplo n.º 3
0
        private float lerpSpeed     = 3f;           /// <value> Speed at which aciton text fades in </value>

        /// <summary>
        /// Awake to get all components attached to the Action button
        /// </summary>
        void Awake()
        {
            b   = GetComponent <Button>();
            bts = GetComponent <ButtonTransitionState>();
            img = GetComponent <Image>();
            t   = GetComponentInChildren <TextMeshProUGUI>();

            ColorBlock normalBlock      = b.colors;
            ColorBlock unusableBlock    = b.colors;
            ColorBlock highlightedBlock = b.colors;
            ColorBlock disabledBlock    = b.colors;
            ColorBlock STRBlock         = b.colors;
            ColorBlock DEXBlock         = b.colors;
            ColorBlock INTBlock         = b.colors;
            ColorBlock LUKBlock         = b.colors;

            unusableBlock.normalColor      = new Color32(196, 36, 48, 255);
            unusableBlock.highlightedColor = new Color32(255, 0, 64, 255);
            unusableBlock.pressedColor     = new Color32(120, 36, 48, 255);
            unusableBlock.disabledColor    = new Color32(120, 36, 48, 255);

            disabledBlock.normalColor      = disabledBlock.disabledColor;
            disabledBlock.highlightedColor = disabledBlock.disabledColor;
            disabledBlock.pressedColor     = disabledBlock.disabledColor;

            highlightedBlock.normalColor = normalBlock.pressedColor;

            STRBlock.normalColor      = new Color32(185, 29, 0, 125);
            STRBlock.highlightedColor = new Color32(185, 29, 0, 175);
            STRBlock.pressedColor     = new Color32(185, 29, 0, 255);
            STRBlock.disabledColor    = new Color32(61, 61, 61, 255);

            DEXBlock.normalColor      = new Color32(90, 197, 79, 125);
            DEXBlock.highlightedColor = new Color32(90, 197, 79, 175);
            DEXBlock.pressedColor     = new Color32(90, 197, 79, 255);
            DEXBlock.disabledColor    = new Color32(90, 197, 79, 255);

            INTBlock.normalColor      = new Color32(0, 152, 220, 125);
            INTBlock.highlightedColor = new Color32(0, 152, 220, 175);
            INTBlock.pressedColor     = new Color32(0, 152, 220, 255);
            INTBlock.disabledColor    = new Color32(61, 61, 61, 255);

            LUKBlock.normalColor      = new Color32(255, 205, 2, 125);
            LUKBlock.highlightedColor = new Color32(255, 205, 2, 175);
            LUKBlock.pressedColor     = new Color32(255, 205, 2, 255);
            LUKBlock.disabledColor    = new Color32(61, 61, 61, 255);

            bts.SetColorBlock("normal", normalBlock);
            bts.SetColorBlock("na0", unusableBlock);
            bts.SetColorBlock("na1", STRBlock);
            bts.SetColorBlock("na2", DEXBlock);
            bts.SetColorBlock("na3", INTBlock);
            bts.SetColorBlock("na4", LUKBlock);
            bts.SetColorBlock("highlighted", highlightedBlock);
            bts.SetColorBlock("disabled", disabledBlock);
        }
Ejemplo n.º 4
0
        private TextMeshProUGUI t;                  /// <value> Text display </value>

        /// <summary>
        /// Awake to get all components attached to the Action button
        /// </summary>
        void Awake()
        {
            b   = GetComponent <Button>();
            bts = GetComponent <ButtonTransitionState>();
            img = GetComponent <Image>();
            t   = GetComponentInChildren <TextMeshProUGUI>();

            ColorBlock normalBlock   = b.colors;
            ColorBlock unusableBlock = b.colors;

            unusableBlock.normalColor      = new Color32(196, 36, 48, 255);
            unusableBlock.highlightedColor = new Color32(255, 0, 64, 255);
            unusableBlock.pressedColor     = new Color32(120, 36, 48, 255);
            unusableBlock.disabledColor    = new Color32(120, 36, 48, 255);

            bts.SetColorBlock("normal", normalBlock);
            bts.SetColorBlock("normalAlternate", unusableBlock);
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Sets the alternate colour block scheme for the monster's selection button (and tooltip)
        /// (used to show this monster is a target of an area of effect attack)
        /// </summary>
        public void SetButtonColourBlock()
        {
            ColorBlock aoeSelectBlock = b.colors;

            if (PartyManager.instance.GetHighestPartyMemberLVL() < displayedMonster.LVL)
            {
                ColorBlock normalBlock      = b.colors;
                ColorBlock highlightedBlock = b.colors;
                ColorBlock pressedBlock     = b.colors;

                t.SetBackgroundColour(UIManager.instance.tooltipDangerColour);
                t.SetColour("subtitle", UIManager.instance.tooltipDangerColourVibrant);

                highlightedBlock.normalColor = UIManager.instance.tooltipDangerColourVibrant;

                pressedBlock.normalColor      = UIManager.instance.tooltipDangerColourVibrant;
                pressedBlock.highlightedColor = UIManager.instance.tooltipDangerColourVibrant;
                pressedBlock.selectedColor    = UIManager.instance.tooltipDangerColourVibrant;

                normalBlock.normalColor      = UIManager.instance.tooltipDangerColourInvisible;
                normalBlock.highlightedColor = UIManager.instance.tooltipDangerColourFaded;
                normalBlock.pressedColor     = UIManager.instance.tooltipDangerColourVibrant;
                normalBlock.selectedColor    = UIManager.instance.tooltipDangerColourVibrant;

                aoeSelectBlock.normalColor      = UIManager.instance.monsterAltDangerButtonColour;
                aoeSelectBlock.highlightedColor = aoeSelectBlock.normalColor;
                aoeSelectBlock.pressedColor     = aoeSelectBlock.normalColor;

                bts.SetColorBlock("normal", normalBlock);
                bts.SetColorBlock("highlighted", highlightedBlock);
                bts.SetColorBlock("pressed", pressedBlock);
            }
            else
            {
                aoeSelectBlock.normalColor      = UIManager.instance.monsterAltButtonColour;
                aoeSelectBlock.highlightedColor = aoeSelectBlock.normalColor;
                aoeSelectBlock.pressedColor     = aoeSelectBlock.normalColor;
            }

            bts.SetColorBlock("na0", aoeSelectBlock);
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Initialize a skillDisplay, displaying the skill's icon and preparing the possible colourings
        /// for if the skill is enabled or not.
        /// </summary>
        /// <param name="skillIndex"></param>
        /// <param name="displayedSkill"></param>
        /// <param name="skillSprite"></param>
        /// <param name="skillColour"></param>
        /// <param name="pmd"></param>
        public void Init(int skillIndex, Skill displayedSkill, Sprite skillSprite, Color skillColour, PartyMemberDisplay pmd)
        {
            skillSpriteRenderer.sprite = skillSprite;
            this.skillColour           = skillColour;
            this.skillIndex            = skillIndex;
            this.skillDisplayEnabled   = displayedSkill.skillEnabled;
            this.displayedSkill        = displayedSkill;
            this.pmd = pmd;
            SetTooltip();

            ColorBlock normalBlock = b.colors;

            if (skillDisplayEnabled == true)
            {
                normalBlock.normalColor      = new Color(skillColour.r, skillColour.g, skillColour.b, 0.75f);
                normalBlock.highlightedColor = skillColour;
                normalBlock.pressedColor     = skillColour;
                normalBlock.disabledColor    = new Color(skillColour.r, skillColour.g, skillColour.b, 0.33f);
                skillSpriteRenderer.color    = skillColour;
                bts.SetColorBlock("normal", normalBlock);
                bts.SetColor("normal");
            }
            else
            {
                normalBlock.normalColor      = new Color32(99, 99, 99, 255);
                normalBlock.highlightedColor = new Color32(141, 141, 141, 255);
                normalBlock.pressedColor     = new Color32(255, 255, 255, 255);
                normalBlock.disabledColor    = new Color32(61, 61, 61, 255);
                skillSpriteRenderer.color    = new Color32(133, 133, 133, 255);
                bts.SetColorBlock("normal", normalBlock);
                bts.SetColor("normal");
            }
        }
Ejemplo n.º 7
0
        private bool selectButtonEnabled = false;   /// <value> Select button will only move to next scene if a class is selected </value>

        /// <summary>
        /// Awake to intialize eventSystem and select button's alternate colour blocks
        /// </summary>
        void Awake()
        {
            es           = EventSystem.current;
            classButtons = GetComponentsInChildren <ClassButton>();

            ColorBlock sbEnabledBlock = selectButton.colors;

            sbEnabledBlock.normalColor      = new Color32(215, 215, 215, 255);
            sbEnabledBlock.highlightedColor = new Color32(255, 255, 255, 255);
            sbEnabledBlock.pressedColor     = sbEnabledBlock.highlightedColor;

            sbBts = selectButton.GetComponent <ButtonTransitionState>();
            sbBts.SetColorBlock("normalAlternate", sbEnabledBlock);
        }
Ejemplo n.º 8
0
        private bool selectForAttack = false;           /// <value> Flag for if partyMember can be selected for an attack target on the next click</value>

        public void Awake()
        {
            if (bts != null)
            {
                ColorBlock activeBlock = b.colors;

                activeBlock.normalColor      = new Color32(255, 255, 255, 255);
                activeBlock.highlightedColor = new Color32(255, 255, 255, 200);
                activeBlock.pressedColor     = new Color32(255, 255, 255, 255);
                activeBlock.disabledColor    = new Color32(255, 255, 255, 255);

                bts.SetColorBlock("na0", activeBlock);
            }
        }
Ejemplo n.º 9
0
        // public void InitMirror(StatusEffectDisplay sed) {
        //     this.se = sed.se;
        //     gameObject.SetActive(false);
        //     SetColour();
        //     UpdateText();
        //     gameObject.SetActive(true);
        //     SetTooltip();
        // }

        public void SetColour()
        {
            ColorBlock normalBlock = b.colors;

            switch (se.name)
            {
            case StatusEffectConstant.BURN:
                normalBlock.normalColor      = new Color32(185, 29, 0, 200);
                normalBlock.highlightedColor = new Color32(185, 29, 0, 255);
                normalBlock.pressedColor     = new Color32(185, 29, 0, 255);
                normalBlock.disabledColor    = new Color32(185, 29, 0, 150);
                durationText.SetColour(new Color32(185, 29, 0, 255));
                break;

            case StatusEffectConstant.POISON:
                normalBlock.normalColor      = new Color32(92, 138, 57, 200);
                normalBlock.highlightedColor = new Color32(92, 138, 57, 255);
                normalBlock.pressedColor     = new Color32(92, 138, 57, 255);
                normalBlock.disabledColor    = new Color32(92, 138, 57, 150);
                durationText.SetColour(new Color32(92, 138, 57, 255));
                break;

            case StatusEffectConstant.FROSTBITE:
            case StatusEffectConstant.FREEZE:
                normalBlock.normalColor      = new Color32(0, 152, 220, 200);
                normalBlock.highlightedColor = new Color32(0, 152, 220, 255);
                normalBlock.pressedColor     = new Color32(0, 152, 220, 255);
                normalBlock.disabledColor    = new Color32(0, 152, 220, 150);
                durationText.SetColour(new Color32(0, 152, 220, 255));
                break;

            case StatusEffectConstant.TAUNT:
            case StatusEffectConstant.RAGE:
                normalBlock.normalColor      = new Color32(234, 50, 60, 200);
                normalBlock.highlightedColor = new Color32(234, 50, 60, 255);
                normalBlock.pressedColor     = new Color32(234, 50, 60, 255);
                normalBlock.disabledColor    = new Color32(234, 50, 60, 150);
                durationText.SetColour(new Color32(234, 50, 60, 255));
                break;

            case StatusEffectConstant.FATALWOUND:
            case StatusEffectConstant.VAMPIRE:
            case StatusEffectConstant.BLEED:
                normalBlock.normalColor      = new Color32(138, 7, 7, 200);
                normalBlock.highlightedColor = new Color32(138, 7, 7, 255);
                normalBlock.pressedColor     = new Color32(138, 7, 7, 255);
                normalBlock.disabledColor    = new Color32(138, 7, 7, 150);
                durationText.SetColour(new Color32(138, 7, 7, 255));
                break;

            case StatusEffectConstant.WEAKNESS:
                normalBlock.normalColor      = new Color32(98, 36, 97, 200);
                normalBlock.highlightedColor = new Color32(98, 36, 97, 255);
                normalBlock.pressedColor     = new Color32(98, 36, 97, 255);
                normalBlock.disabledColor    = new Color32(98, 36, 97, 150);
                durationText.SetColour(new Color32(98, 36, 97, 255));
                break;

            case StatusEffectConstant.ADVANTAGE:
                normalBlock.normalColor      = new Color32(230, 126, 34, 200);
                normalBlock.highlightedColor = new Color32(230, 126, 34, 255);
                normalBlock.pressedColor     = new Color32(230, 126, 34, 255);
                normalBlock.disabledColor    = new Color32(230, 126, 34, 150);
                durationText.SetColour(new Color32(230, 126, 34, 255));
                break;

            case StatusEffectConstant.ROOT:
                normalBlock.normalColor      = new Color32(93, 44, 40, 200);
                normalBlock.highlightedColor = new Color32(93, 44, 40, 255);
                normalBlock.pressedColor     = new Color32(93, 44, 40, 255);
                normalBlock.disabledColor    = new Color32(93, 44, 40, 150);
                durationText.SetColour(new Color32(93, 44, 40, 255));
                break;

            case StatusEffectConstant.STUN:
                normalBlock.normalColor      = new Color32(255, 205, 2, 200);
                normalBlock.highlightedColor = new Color32(255, 205, 2, 255);
                normalBlock.pressedColor     = new Color32(255, 205, 2, 255);
                normalBlock.disabledColor    = new Color32(255, 205, 2, 150);
                durationText.SetColour(new Color32(255, 205, 2, 255));
                break;

            case StatusEffectConstant.SHOCK:
                normalBlock.normalColor      = new Color32(255, 235, 87, 200);
                normalBlock.highlightedColor = new Color32(255, 235, 87, 255);
                normalBlock.pressedColor     = new Color32(255, 235, 87, 255);
                normalBlock.disabledColor    = new Color32(255, 235, 87, 150);
                durationText.SetColour(new Color32(255, 235, 87, 255));
                break;

            case StatusEffectConstant.REGENERATE:
                normalBlock.normalColor      = new Color32(90, 197, 79, 200);
                normalBlock.highlightedColor = new Color32(90, 197, 79, 255);
                normalBlock.pressedColor     = new Color32(90, 197, 79, 255);
                normalBlock.disabledColor    = new Color32(90, 197, 79, 255);
                durationText.SetColour(new Color32(90, 197, 79, 255));
                break;

            case StatusEffectConstant.GUARD:
                normalBlock.normalColor      = new Color32(155, 66, 28, 200);
                normalBlock.highlightedColor = new Color32(155, 66, 28, 255);
                normalBlock.pressedColor     = new Color32(155, 66, 28, 255);
                normalBlock.disabledColor    = new Color32(155, 66, 28, 150);
                durationText.SetColour(new Color32(155, 66, 28, 255));
                break;

            case StatusEffectConstant.CURE:
                normalBlock.normalColor      = new Color32(125, 237, 164, 200);
                normalBlock.highlightedColor = new Color32(125, 237, 164, 255);
                normalBlock.pressedColor     = new Color32(125, 237, 164, 255);
                normalBlock.disabledColor    = new Color32(125, 237, 164, 150);
                durationText.SetColour(new Color32(125, 237, 164, 255));
                break;

            case StatusEffectConstant.TRAP:
                normalBlock.normalColor      = new Color32(133, 133, 133, 200);
                normalBlock.highlightedColor = new Color32(133, 133, 133, 255);
                normalBlock.pressedColor     = new Color32(133, 133, 133, 255);
                normalBlock.disabledColor    = new Color32(133, 133, 133, 150);
                durationText.SetColour(new Color32(133, 133, 133, 255));
                break;

            case StatusEffectConstant.MIRACLE:
                normalBlock.normalColor      = new Color32(208, 208, 208, 200);
                normalBlock.highlightedColor = new Color32(208, 208, 208, 255);
                normalBlock.pressedColor     = new Color32(208, 208, 208, 255);
                normalBlock.disabledColor    = new Color32(208, 208, 208, 150);
                durationText.SetColour(new Color32(208, 208, 208, 255));
                break;

            case StatusEffectConstant.BARRIER:
                normalBlock.normalColor      = new Color32(60, 50, 234, 200);
                normalBlock.highlightedColor = new Color32(60, 50, 234, 255);
                normalBlock.pressedColor     = new Color32(60, 50, 234, 255);
                normalBlock.disabledColor    = new Color32(60, 50, 234, 150);
                durationText.SetColour(new Color32(60, 50, 234, 255));
                break;

            case StatusEffectConstant.MARIONETTE:
                normalBlock.normalColor      = new Color32(99, 33, 197, 200);
                normalBlock.highlightedColor = new Color32(99, 33, 197, 255);
                normalBlock.pressedColor     = new Color32(99, 33, 197, 255);
                normalBlock.disabledColor    = new Color32(99, 33, 197, 150);
                durationText.SetColour(new Color32(99, 33, 197, 255));
                break;

            case StatusEffectConstant.NIMBLE:
                normalBlock.normalColor      = new Color32(0, 111, 135, 200);
                normalBlock.highlightedColor = new Color32(0, 111, 135, 255);
                normalBlock.pressedColor     = new Color32(0, 111, 135, 255);
                normalBlock.disabledColor    = new Color32(0, 111, 135, 150);
                durationText.SetColour(new Color32(0, 111, 135, 255));
                break;

            case StatusEffectConstant.ETHEREAL:
                normalBlock.normalColor      = new Color32(209, 201, 255, 200);
                normalBlock.highlightedColor = new Color32(209, 201, 255, 255);
                normalBlock.pressedColor     = new Color32(209, 201, 255, 255);
                normalBlock.disabledColor    = new Color32(209, 201, 255, 150);
                durationText.SetColour(new Color32(209, 201, 255, 255));
                break;

            case StatusEffectConstant.BREAK:
                normalBlock.normalColor      = new Color32(255, 152, 168, 200);
                normalBlock.highlightedColor = new Color32(255, 152, 168, 255);
                normalBlock.pressedColor     = new Color32(255, 152, 168, 255);
                normalBlock.disabledColor    = new Color32(255, 152, 168, 255);
                durationText.SetColour(new Color32(255, 152, 168, 255));
                break;

            case StatusEffectConstant.BOSS:
            case StatusEffectConstant.FAMILIAR:
            case StatusEffectConstant.CHAMPIONHP:
            case StatusEffectConstant.CHAMPIONPATK:
            case StatusEffectConstant.CHAMPIONMATK:
            case StatusEffectConstant.CHAMPIONPDEF:
            case StatusEffectConstant.CHAMPIONMDEF:
                normalBlock.normalColor      = new Color32(255, 255, 255, 200);
                normalBlock.highlightedColor = new Color32(255, 255, 255, 255);
                normalBlock.pressedColor     = new Color32(255, 255, 255, 255);
                normalBlock.disabledColor    = new Color32(255, 255, 255, 150);
                durationText.SetColour(new Color32(255, 255, 255, 255));
                break;

            case StatusEffectConstant.SCUM:
                normalBlock.normalColor      = new Color32(61, 61, 61, 200);
                normalBlock.highlightedColor = new Color32(61, 61, 61, 255);
                normalBlock.pressedColor     = new Color32(61, 61, 61, 255);
                normalBlock.disabledColor    = new Color32(61, 61, 61, 150);
                durationText.SetColour(new Color32(61, 61, 61, 255));
                break;
            }

            bts.SetColorBlock("normal", normalBlock);
            bts.SetColor("normal");
        }