public void SetState(_TileState tileState) { state = tileState; SetMaterial(TileManager.GetTileMaterial(state)); //if(Application.isPlaying){ //if(state==_TileState.Default) renderer.enabled=false; //else renderer.enabled=true; //renderer.enabled=true; //} }
public static Material GetTileMaterial(_TileState state) { if (state == _TileState.Default) { return(instance.sqMatNormal); } else if (state == _TileState.Selected) { return(instance.sqMatSelected); } else if (state == _TileState.Walkable) { return(instance.sqMatWalkable); } else if (state == _TileState.Hostile) { return(instance.sqMatHostile); } return(instance.sqMatNormal); }
//set the tile state and change the renderer material to match public void SetState(_TileState ts) { if (!walkable) { return; } state = ts; if (!walkable) { renderer.material = matUnwalkable; return; } if (state == _TileState.Default && matNormal != null) { renderer.material = matNormal; } else if (state == _TileState.Selected && matNormal != null) { renderer.material = matNormal; } else if (state == _TileState.Walkable && matWalkable != null) { renderer.material = matWalkable; } else if (state == _TileState.Hostile && matHostile != null) { renderer.material = matHostile; } else if (state == _TileState.AbilityRange && matAbilityRange != null) { renderer.material = matAbilityRange; } //else if(state==_TileState.Friendly) renderer.material=matFriendly; //else if(state==_TileState.Selected) renderer.material=matHighlight; }
//set the tile state and change the renderer material to match public void SetState(_TileState ts) { if(!walkable){ return; } state=ts; if(!walkable){ renderer.material=matUnwalkable; return; } if(state==_TileState.Default && matNormal!=null) renderer.material=matNormal; else if(state==_TileState.Selected && matNormal!=null) renderer.material=matNormal; else if(state==_TileState.Walkable && matWalkable!=null) renderer.material=matWalkable; else if(state==_TileState.Hostile && matHostile!=null) renderer.material=matHostile; else if(state==_TileState.AbilityRange && matAbilityRange!=null) renderer.material=matAbilityRange; //else if(state==_TileState.Friendly) renderer.material=matFriendly; //else if(state==_TileState.Selected) renderer.material=matHighlight; }