void Awake() { Instance = this; for (int i = 0; i < states.Length; i++) { states[i].gameObject.SetActive(false); } }
public TiledImageButtonControl(ImageSource Source, int Width, int Height, StateSelector StateSelector) { this.Container = new Canvas { Width = Width, Height = Height, Clip = new RectangleGeometry { Rect = new Rect { X = 0, Y = 0, Width = Width, Height = Height } } }; this.Tiles = new Image { Stretch = Stretch.Fill, Source = Source, }.AttachTo(this.Container); var s = new ImageTileSelector(this.Tiles, Width, Height); this.Overlay = new Rectangle { Fill = Brushes.White, Width = Width, Height = Height, Opacity = 0 }.AttachTo(this.Container); this.States = new ImageButtonStates(this.Overlay, StateSelector.AsDisabled(s), StateSelector.AsEnabled(s), StateSelector.AsHot(s), StateSelector.AsPressed(s) ); }
public override void Awake() { base.Awake(); switch (methodology) { case Methodology.Standard: stateSelector = new StateSelector() { Idle = () => ChangeState <CatNoopState>(), Passive = () => ChangeState <CatWanderState>(), Chase = () => ChangeState <CatChaseState>(), Attack = () => ChangeState <CatAttackState>(), }; break; case Methodology.Hunter: stateSelector = new StateSelector() { Idle = () => ChangeState <CatNoopState>(), Passive = () => ChangeState <CatHuntingState>(), Chase = () => ChangeState <CatChaseState>(), Attack = () => ChangeState <CatAttackState>(), }; break; } }