private Vector3 GetInstancePosition(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return transform.position; } case GuiStat.BallRotate: { return transform.position; } case GuiStat.BallRotatex4: { return transform.position; } case GuiStat.Bottom: { return BottomPosition.transform.position; } case GuiStat.Top: { return TopPosition.transform.position; } case GuiStat.TopTarget: { return TopPosition.transform.position; } case GuiStat.MiddleWithoutRobot: { return MiddlePosition.transform.parent.transform.position; } case GuiStat.Middle: { return MiddlePosition.transform.parent.transform.position; } } return transform.position; }
GameObject GetTargetObject(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return(Target); } case GuiStat.Bottom: { return(BottomPosition); } case GuiStat.Top: { return(TopPosition); } case GuiStat.Middle: { return(MiddlePosition); } } return(gameObject); }
private void InstanceCurrent(GuiStat stat) { switch (stat) { case GuiStat.Ball: { InstanceEffect(transform.position); break; } case GuiStat.Bottom: { InstanceEffect(BottomPosition.transform.position); break; } case GuiStat.Top: { InstanceEffect(TopPosition.transform.position); break; } case GuiStat.Middle: { MiddlePosition.SetActive(true); InstanceEffect(MiddlePosition.transform.position); break; } } }
private void InstanceCurrent(GuiStat stat) { switch (stat) { case GuiStat.Ball: { MiddlePosition.SetActive(false); InstanceEffect(transform.position); break; } case GuiStat.BallRotate: { MiddlePosition.SetActive(false); InstanceEffect(transform.position); break; } case GuiStat.BallRotatex4: { MiddlePosition.SetActive(false); InstanceEffect(transform.position); break; } case GuiStat.Bottom: { MiddlePosition.SetActive(false); InstanceEffect(BottomPosition.transform.position); break; } case GuiStat.Top: { MiddlePosition.SetActive(false); InstanceEffect(TopPosition.transform.position); break; } case GuiStat.TopTarget: { MiddlePosition.SetActive(false); InstanceEffect(TopPosition.transform.position); break; } case GuiStat.Middle: { MiddlePosition.SetActive(true); InstanceEffect(MiddlePosition.transform.parent.transform.position); break; } case GuiStat.MiddleWithoutRobot: { MiddlePosition.SetActive(false); InstanceEffect(MiddlePosition.transform.position); break; } } }
private Vector3 GetInstancePosition(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return transform.position; } case GuiStat.Bottom: { return BottomPosition.transform.position; } case GuiStat.Top: { return TopPosition.transform.position; } case GuiStat.Middle: { return MiddlePosition.transform.position; } } return transform.position; }
GameObject GetTargetObject(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return(Target); } case GuiStat.BallRotate: { return(Target); } case GuiStat.Bottom: { return(BottomPosition); } case GuiStat.Top: { return(TopPosition); } case GuiStat.TopTarget: { return(BottomPosition); } case GuiStat.Middle: { MiddlePosition.transform.localPosition = defaultRobotPos; MiddlePosition.transform.localRotation = Quaternion.Euler(0, 180, 0); return(MiddlePosition); } case GuiStat.MiddleWithoutRobot: { return(MiddlePosition.transform.parent.gameObject); } } return(gameObject); }
private Vector3 GetInstancePosition(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return(transform.position); } case GuiStat.BallRotate: { return(transform.position); } case GuiStat.BallRotatex4: { return(transform.position); } case GuiStat.Bottom: { return(BottomPosition.transform.position); } case GuiStat.Top: { return(TopPosition.transform.position); } case GuiStat.TopTarget: { return(TopPosition.transform.position); } case GuiStat.MiddleWithoutRobot: { return(MiddlePosition.transform.parent.transform.position); } case GuiStat.Middle: { return(MiddlePosition.transform.parent.transform.position); } } return(transform.position); }
private Vector3 GetInstancePosition(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return(transform.position); } case GuiStat.Bottom: { return(BottomPosition.transform.position); } case GuiStat.Top: { return(TopPosition.transform.position); } case GuiStat.Middle: { return(MiddlePosition.transform.position); } } return(transform.position); }
GameObject GetTargetObject(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return Target; } case GuiStat.Bottom: { return BottomPosition; } case GuiStat.Top: { return TopPosition; } case GuiStat.Middle: { return MiddlePosition; } } return gameObject; }
GameObject GetTargetObject(GuiStat stat) { switch (stat) { case GuiStat.Ball: { return Target; } case GuiStat.BallRotate: { return Target; } case GuiStat.Bottom: { return BottomPosition; } case GuiStat.Top: { return TopPosition; } case GuiStat.TopTarget: { return BottomPosition; } case GuiStat.Middle: { MiddlePosition.transform.localPosition = defaultRobotPos; MiddlePosition.transform.localRotation = Quaternion.Euler(0, 180, 0); return MiddlePosition; } case GuiStat.MiddleWithoutRobot: { return MiddlePosition.transform.parent.gameObject; } } return gameObject; }