Ejemplo n.º 1
0
    public void DecideIfHighlighted(SelectabilityState selectState)
    {
        string sSprPath = "Images/Chrs/imgGlow";

        switch (selectState)
        {
        case SelectabilityState.NONE:
            //No additional suffix needed for the path
            break;

        case SelectabilityState.ALLYSELECTABLE:
            sSprPath += "4";
            break;

        case SelectabilityState.ENEMYSELECTABLE:
            sSprPath += "6";
            break;

        default:
            Debug.Log("Unrecognized SelectabilityState: " + selectState);
            break;
        }

        LibView.AssignSpritePathToObject(sSprPath, this.gameObject);
    }
Ejemplo n.º 2
0
    public void DecideIfHighlighted(SelectabilityState selectableState)
    {
        //if(selectableState == SelectabilityState.NONE && mod == ContTurns.Get().GetNextActingChr()) {

        //    selectableState = SelectabilityState.ACTIVETURN;
        //}

        SetSelectionGlow(selectableState);
    }
Ejemplo n.º 3
0
    //Sets the sprite for the glowing effect around a character for their selectability
    void SetSelectionGlow(SelectabilityState selectState)
    {
        if (selectState == SelectabilityState.NONE)
        {
            //If we want no selection, just delete the glow object (if present) and return
            if (goCurSelectionGlow != null)
            {
                Destroy(goCurSelectionGlow);
                goCurSelectionGlow = null;
            }
            return;
        }

        //If we need a glow and it doesn't already exist, instantiate it
        if (goCurSelectionGlow == null)
        {
            goCurSelectionGlow = Instantiate(pfSelectionGlow, maskPortrait.transform);
        }

        string sSprPath = "Images/Chrs/imgGlow";

        switch (selectState)
        {
        case SelectabilityState.ACTIVETURN:
            //No additional suffix needed for the path
            break;

        case SelectabilityState.ALLYSELECTABLE:
            sSprPath += "4";
            break;

        case SelectabilityState.ENEMYSELECTABLE:
            sSprPath += "6";
            break;

        default:
            Debug.Log("Unrecognized SelectabilityState: " + selectState);
            break;
        }

        Sprite sprSelectionGlow = Resources.Load(sSprPath, typeof(Sprite)) as Sprite;

        Debug.Assert(sprSelectionGlow != null, "Could not find specificed sprite: " + sSprPath);

        goCurSelectionGlow.GetComponent <SpriteRenderer>().sprite = sprSelectionGlow;
    }