private void TrySetValue( UnitData unitData , EnergySliderType _Type , float _Value ) { // Debug.Log( "TrySetValue" + _Value ) ; switch( _Type ) { case EnergySliderType.EnergyManipulatorSymbol_Engine : unitData.TrySetImpulseEngineEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Sensor : unitData.TrySetSensorEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Shield : unitData.TrySetShieldEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Weapon : unitData.TrySetWeaponEnergy( _Value ) ; break ; } }
private void SyncSliderValue( UnitData unitData , EnergySliderType _Type ) { float now = 0 ; float max = 0 ; switch( _Type ) { case EnergySliderType.EnergyManipulatorSymbol_Engine : unitData.RetrieveImpulseEngineEnergy( out now , out max ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Sensor : unitData.RetrieveSensorEnergy( out now , out max ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Shield : unitData.RetrieveShieldEnergy( out now , out max ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Weapon : // weapon unitData.RetrieveWeaponEnergy( out now , out max ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Auxiliary : unitData.GetAuxiliaryEnergyValue( out now , out max ) ; // Debug.Log( "unitData.RetrieveAllComponentEnergy now " + now + " max " + max ) ; break ; } m_Sliders[ _Type ].m_Value.max = max ; m_Sliders[ _Type ].m_Value.now = now ; }