private void _resetStubNode() { for (int stubx = 0; stubx < StubRange; ++stubx) { for (int stuby = 0; stuby < StubRange; ++stuby) { int stubpos = (stubx + 1) * 10 + stuby + 1; StubState state = StubData.ContainsKey(stubpos) ? StubState.Stubed : StubOpen[stubpos] ? StubState.Open : StubState.Locked; _stubPosDic[stubpos].SetStubState(state); } } }
public void SetStubState(StubState state) { switch (state) { case StubState.Locked: { StubOpen_obj.SetActive(false); StubSelect_obj.SetActive(false); StubEffect_obj.SetActive(false); } break; case StubState.Open: { StubOpen_obj.SetActive(true); StubSelect_obj.SetActive(false); StubEffect_obj.SetActive(false); } break; case StubState.Select: { StubOpen_obj.SetActive(true); StubSelect_obj.SetActive(true); StubEffect_obj.SetActive(false); } break; case StubState.Stubed: { StubSelect_obj.SetActive(false); StubEffect_obj.SetActive(true); } break; default: break; } if (state != StubState.None) { _oldState = _curState; _curState = state; } }