public void DrawPath() { Cell destination = null; if (CurrentRange.Contains(MouseToCell())) { if (arrow != null) { ClearDrawnPath(); } arrow = new List <Cell>(); destination = MouseToCell(); } else { return; } CurrentPath = QPath.FindPath(Fighter, Map.UnitTile(Fighter), destination, Cell.EstimateDistance); if (CurrentPath.Length == 1) { return; } foreach (Cell c in CurrentPath) { GameObject a = null; if (!ObjectPool.ContainsKey("arrow") || ObjectPool.GetFirstInactiveObject("arrow") == null) { a = Instantiate(arrowPrefab, new Vector3(c.position.x, c.position.y), Quaternion.identity); } else { a = ObjectPool.GetFirstInactiveObject("arrow"); } ArrowDisplay display = a.GetComponent <ArrowDisplay>(); arrow.Add(display); display.layer = arrowLayer; Map.Add(display, arrowLayer, true); a.GetComponent <SpriteRenderer>().enabled = false; a.transform.position = new Vector3(c.position.x, c.position.y); a.SetActive(true); display.AssignSprite(); a.GetComponent <SpriteRenderer>().enabled = true; ObjectPool.AddToPool("arrow", a); } }
public void Apply(ISplitButton Import) { this._borderTop = Import._borderTop; this._borderBottom = Import._borderBottom; this._borderAngle = Import._borderAngle; this._borderBlend = Import._borderBlend; this._hoverBackTop = Import._hoverBackTop; this._hoverBackBottom = Import._hoverBackBottom; this._clickBackTop = Import._clickBackTop; this._clickBackBottom = Import._clickBackBottom; this._backAngle = Import._backAngle; this._backBlend = Import._backBlend; this._blendRender = Import._blendRender; this._curve = Import._curve; this._arrowDisplay = Import._arrowDisplay; this._arrowColor = Import._arrowColor; }
/// <summary> /// Imports the settings from a previous or pre-defined ISplitButton and applies it to the current /// </summary> /// <param name="Import">The ISplitButton to import the settings from</param> public void Apply(ISplitButton Import) { _borderTop = Import._borderTop; _borderBottom = Import._borderBottom; _borderAngle = Import._borderAngle; _borderBlend = Import._borderBlend; _hoverBackTop = Import._hoverBackTop; _hoverBackBottom = Import._hoverBackBottom; _clickBackTop = Import._clickBackTop; _clickBackBottom = Import._clickBackBottom; _backAngle = Import._backAngle; _backBlend = Import._backBlend; _blendRender = Import._blendRender; _curve = Import._curve; _arrowDisplay = Import._arrowDisplay; _arrowColor = Import._arrowColor; }
void Awake() { arrowMove = GetComponent <ArrowMove>(); arrowDisplay = GetComponent <ArrowDisplay>(); }