private void ClearPortrait(int i_TeamIndex) { if (!IsValidIndex(i_TeamIndex)) { return; } tnCharacterPortrait portrait = m_Portraits[i_TeamIndex]; if (portrait != null) { portrait.Clear(); } }
private void SetPortraitEnable(int i_TeamIndex, bool i_Enable) { if (!IsValidIndex(i_TeamIndex)) { return; } tnCharacterPortrait portrait = m_Portraits[i_TeamIndex]; if (portrait != null) { portrait.gameObject.SetActive(i_Enable); } }
private void UpdatePortrait(int i_TeamIndex) { if (!IsValidIndex(i_TeamIndex)) { return; } tnCharacterPortrait portrait = m_Portraits[i_TeamIndex]; GameObject currentSelection = m_CurrentSlots[i_TeamIndex]; ClearPortrait(i_TeamIndex); SetPortraitEnable(i_TeamIndex, false); if (portrait != null && currentSelection != null) { tnUICharacterSlot slot = currentSelection.GetComponent <tnUICharacterSlot>(); if (slot != null) { int characterId = slot.characterId; if (characterId != Hash.s_NULL) { tnCharacterData characterData = tnGameData.GetCharacterDataMain(characterId); if (characterData != null) { SetPortraitEnable(i_TeamIndex, true); FacingDir facing = m_Facing[i_TeamIndex]; Sprite characterSprite = (facing == FacingDir.FacingLeft) ? characterData.uiIconFacingLeft : characterData.uiIconFacingRight; portrait.SetCharacterPortrait(characterSprite); portrait.SetName(characterData.displayName); } } } } }