Exemple #1
0
    public void HideStatusCanvas()
    {
        BuildingStatusCanvas.GetComponent <Canvas>().sortingLayerName = "Default";
        building.GetComponent <SpriteRenderer>().sortingLayerName     = "Default";
        for (int i = 0; i < Subbuilding.Length; i++)
        {
            Subbuilding[i].GetComponent <SpriteRenderer>().sortingLayerName = "Default";
        }
        for (int i = 0; i < Fire.Length; i++)
        {
            Fire[i].GetComponent <SpriteRenderer>().sortingLayerName = "Default";
        }
        Hammer.GetComponent <SpriteRenderer>().sortingLayerName = "Default";
        Dust.GetComponent <SpriteRenderer>().sortingLayerName   = "Default";
        Info.GetComponent <SpriteRenderer>().sortingLayerName   = "Default";

        if (ReturnInGameCanvas.activeSelf)
        {
            ReturnInGameCanvas.GetComponent <Canvas>().sortingLayerName = "Canvas";
        }
        else
        if (!isPlayerAction)
        {
            ShowUICanvas();
        }
    }
Exemple #2
0
    public void ShowStatusCanvas(BuildingStatus buildingStatus)
    {
        for (int i = 0; i < character.Length; i++)
        {
            character[i].GetComponent <Image>().sprite = buildingStatus.sprite[4];
        }

        building.GetComponent <SpriteRenderer>().sprite = buildingStatus.Building.GetComponent <SpriteRenderer>().sprite;
        building.GetComponent <SpriteRenderer>().color  = buildingStatus.Building.GetComponent <SpriteRenderer>().color;
        building.transform.localScale = buildingStatus.Building.transform.localScale;
        building.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";

        for (int i = 0; i < Subbuilding.Length; i++)
        {
            Subbuilding[i].SetActive(buildingStatus.SubBuilding[i].activeSelf);
            Subbuilding[i].GetComponent <SpriteRenderer>().sprite = buildingStatus.SubBuilding[i].GetComponent <SpriteRenderer>().sprite;
            Subbuilding[i].GetComponent <SpriteRenderer>().color  = buildingStatus.SubBuilding[i].GetComponent <SpriteRenderer>().color;
            Subbuilding[i].transform.localPosition = buildingStatus.SubBuilding[i].transform.localPosition;
            Subbuilding[i].GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";
        }

        Info.SetActive(buildingStatus.INFO.activeSelf);
        Info.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";
        Dust.SetActive(buildingStatus.Dust.activeSelf);
        Dust.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";

        for (int i = 0; i < Fire.Length; i++)
        {
            Fire[i].SetActive(buildingStatus.Fire[i].activeSelf);
            Fire[i].GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";
        }


        if (buildingStatus.Hammer.activeSelf)
        {
            Hammer.SetActive(true);
            Hammer.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding";
            MoveHammer();
        }
        else
        {
            OffHammer();
        }

        NeedPointText.text    = buildingStatus.building.getNeedPopulation().ToString();
        MinPointText.text     = buildingStatus.building.getMinPopulation().ToString();
        ScorePointText.text   = buildingStatus.building.getScore().ToString();
        BuildingNameText.text = buildingStatus.gameObject.name;

        list = buildingStatus.building.getNeedPlayerList();

        for (int i = 0; i < list.Count; i++)
        {
            character[i].GetComponent <Image>().sprite = GM.Character[list[i]];
        }

        BuildingStatusCanvas.GetComponent <Canvas>().sortingLayerName = "Canvas";

        if (ReturnInGameCanvas.activeSelf)
        {
            ReturnInGameCanvas.GetComponent <Canvas>().sortingLayerName = "Default";
        }

        HideUICanvas();
    }