void OnEnable() { if (GameManager.instance.gsDataCurrent.tutorialTriggers[(int)TutorialConstants.tutorialTriggers.isTutorial] == true) { tutorialYes.SetColor("na0"); tutorialNo.SetColor("normal"); } else { tutorialYes.SetColor("normal"); tutorialNo.SetColor("na0"); } if (GameManager.instance.gsDataCurrent.tutorialTriggers[(int)TutorialConstants.tutorialTriggers.isTips] == true) { tipsYes.SetColor("na0"); tipsNo.SetColor("normal"); } else { tipsYes.SetColor("normal"); tipsNo.SetColor("na0"); } if (GameManager.instance.gsDataCurrent.animationSpeed == 1f) { as1.SetColor("na0"); as2.SetColor("normal"); } else { as1.SetColor("normal"); as2.SetColor("na0"); } if (UIManager.instance.isTimer == true) { timerYes.SetColor("na0"); timerNo.SetColor("normal"); } else { timerYes.SetColor("normal"); timerNo.SetColor("na0"); } if (Screen.fullScreen == true) { fullscreenYes.SetColor("na0"); fullscreenNo.SetColor("normal"); } else { fullscreenYes.SetColor("normal"); fullscreenNo.SetColor("na0"); } bgmSlider.value = AudioManager.instance.bgmVolume; sfxSlider.value = AudioManager.instance.sfxVolume; }
/// <summary> /// Toggle select button's colouring to show if its enabled or disabled /// </summary> public void SetSelectButtonEnabled(bool value) { selectButtonEnabled = value; if (value == false) { sbBts.SetColor("normal"); } else { sbBts.SetColor("na0"); } }
/// <summary> /// Toggle select button's colouring to show if its enabled or disabled /// </summary> public void ToggleSelectButton() { if (!selectButtonEnabled) { selectButtonEnabled = true; sbBts.SetColor("normalAlternate"); } else { selectButtonEnabled = false; sbBts.SetColor("normal"); } }
/// <summary> /// Sets the bts to show the normal colour block /// </summary> public void ShowNormal() { bts.SetColor("normal"); // if (gameObject.activeSelf == true && gameObject.activeInHierarchy) { // if (lerper != null) { // StopCoroutine(lerper); // } // lerper = StartCoroutine(LerpBackgroundColour(backgroundNormalColor)); // } // else { background.color = backgroundNormalColor; // } }
/// <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"); } }
/// <summary> /// Visually select monster with pressed colour /// </summary> public void SelectMonsterButton() { bts.SetColor("pressed"); }
/// <summary> /// Change button colour to show it is selected after user navigates away from it after selecting /// </summary> public void ShowActionSelected() { bts.SetColor("pressed"); }
// 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"); }
/// <summary> /// Change button colour to show it is selected after user navigates away from it after selecting /// </summary> public void ShowActionSelected() { bts.SetColor("highlighted"); btsBlockName = "highlighted"; }