public int GetStateIcon(StateIcon icon) { // For now we use the same image list for both; the first few icons are just reused // Our api allows us to change this later on SpecialIcon si; switch (icon) { case StateIcon.Blank: si = SpecialIcon.Blank; break; case StateIcon.Incoming: si = SpecialIcon.Incoming; break; case StateIcon.Outgoing: si = SpecialIcon.Outgoing; break; case StateIcon.Collision: si = SpecialIcon.Collision; break; default: throw new ArgumentOutOfRangeException("icon", icon, "Icon out of range"); } return(GetSpecialIcon(si)); }
void ReleaseDesignerOutlets() { if (CommentField != null) { CommentField.Dispose(); CommentField = null; } if (ConfirmButton != null) { ConfirmButton.Dispose(); ConfirmButton = null; } if (InventoryIDLabel != null) { InventoryIDLabel.Dispose(); InventoryIDLabel = null; } if (RejectButton != null) { RejectButton.Dispose(); RejectButton = null; } if (StateCommentLabel != null) { StateCommentLabel.Dispose(); StateCommentLabel = null; } if (StateIcon != null) { StateIcon.Dispose(); StateIcon = null; } if (StateTimeStartLabel != null) { StateTimeStartLabel.Dispose(); StateTimeStartLabel = null; } if (StateUserLabel != null) { StateUserLabel.Dispose(); StateUserLabel = null; } }
public override void Dispose() { if (HealthBar != null) { HealthBar.Dispose(); } if (StateIcon != null) { StateIcon.Dispose(); } if (TimeIcon != null) { TimeIcon.Dispose(); } base.Dispose(); }
public void Init() { if (!enabled) { return; } stateIcon = GetComponentInChildren <StateIcon>(); stateIcon.Init(); navigator = GetComponent <Navigator>(); navigator.Init(); health = new Health(); rifle = GetComponentInChildren <Rifle>(); enemySight = GetComponent <EnemySight>(); enemySight.SetOnPlayerSightedListener(() => { if (personality != null) { personality.OnPlayerSeen(Player.Instance.transform.position); } }); sosSprite = Resources.Load <Sprite>("StateIcons\\sos"); ChoosePersonality(); }
public void UpdateStateBar(EntityStats owner) { for (int i = 0; i < iconContainer.childCount; i++) { iconContainer.GetChild(i).gameObject.SetActive(false); } if (owner.states == null && owner.states.Count <= 0) { return; } for (int i = 0; i < owner.states.Count; i++) { for (int y = 0; y < owner.states[i].stackAmount; y++) { if (owner.states[i].currentState.stateIcon == null) { continue; } StateIcon ic = iconPooler.SpawnTargetObject(iconPrefab, 10, iconContainer).GetComponent <StateIcon>(); //ic.transform.parent = iconContainer; ic.SetUpIcon(owner.states[i].currentState.stateIcon); } } }
public int GetStateIcon(StateIcon icon) { // For now we use the same image list for both; the first few icons are just reused // Our api allows us to change this later on SpecialIcon si; switch (icon) { case StateIcon.Blank: si = SpecialIcon.Blank; break; case StateIcon.Incoming: si = SpecialIcon.Incoming; break; case StateIcon.Outgoing: si = SpecialIcon.Outgoing; break; case StateIcon.Collision: si = SpecialIcon.Collision; break; default: throw new ArgumentOutOfRangeException("icon", icon, "Icon out of range"); } return GetSpecialIcon(si); }