public void HideStatusCanvas() { BuildingStatusCanvas.GetComponent <Canvas>().sortingLayerName = "Default"; building.GetComponent <SpriteRenderer>().sortingLayerName = "Default"; for (int i = 0; i < Subbuilding.Length; i++) { Subbuilding[i].GetComponent <SpriteRenderer>().sortingLayerName = "Default"; } for (int i = 0; i < Fire.Length; i++) { Fire[i].GetComponent <SpriteRenderer>().sortingLayerName = "Default"; } Hammer.GetComponent <SpriteRenderer>().sortingLayerName = "Default"; Dust.GetComponent <SpriteRenderer>().sortingLayerName = "Default"; Info.GetComponent <SpriteRenderer>().sortingLayerName = "Default"; if (ReturnInGameCanvas.activeSelf) { ReturnInGameCanvas.GetComponent <Canvas>().sortingLayerName = "Canvas"; } else if (!isPlayerAction) { ShowUICanvas(); } }
public void ShowStatusCanvas(BuildingStatus buildingStatus) { for (int i = 0; i < character.Length; i++) { character[i].GetComponent <Image>().sprite = buildingStatus.sprite[4]; } building.GetComponent <SpriteRenderer>().sprite = buildingStatus.Building.GetComponent <SpriteRenderer>().sprite; building.GetComponent <SpriteRenderer>().color = buildingStatus.Building.GetComponent <SpriteRenderer>().color; building.transform.localScale = buildingStatus.Building.transform.localScale; building.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; for (int i = 0; i < Subbuilding.Length; i++) { Subbuilding[i].SetActive(buildingStatus.SubBuilding[i].activeSelf); Subbuilding[i].GetComponent <SpriteRenderer>().sprite = buildingStatus.SubBuilding[i].GetComponent <SpriteRenderer>().sprite; Subbuilding[i].GetComponent <SpriteRenderer>().color = buildingStatus.SubBuilding[i].GetComponent <SpriteRenderer>().color; Subbuilding[i].transform.localPosition = buildingStatus.SubBuilding[i].transform.localPosition; Subbuilding[i].GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; } Info.SetActive(buildingStatus.INFO.activeSelf); Info.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; Dust.SetActive(buildingStatus.Dust.activeSelf); Dust.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; for (int i = 0; i < Fire.Length; i++) { Fire[i].SetActive(buildingStatus.Fire[i].activeSelf); Fire[i].GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; } if (buildingStatus.Hammer.activeSelf) { Hammer.SetActive(true); Hammer.GetComponent <SpriteRenderer>().sortingLayerName = "CanvasBuilding"; MoveHammer(); } else { OffHammer(); } NeedPointText.text = buildingStatus.building.getNeedPopulation().ToString(); MinPointText.text = buildingStatus.building.getMinPopulation().ToString(); ScorePointText.text = buildingStatus.building.getScore().ToString(); BuildingNameText.text = buildingStatus.gameObject.name; list = buildingStatus.building.getNeedPlayerList(); for (int i = 0; i < list.Count; i++) { character[i].GetComponent <Image>().sprite = GM.Character[list[i]]; } BuildingStatusCanvas.GetComponent <Canvas>().sortingLayerName = "Canvas"; if (ReturnInGameCanvas.activeSelf) { ReturnInGameCanvas.GetComponent <Canvas>().sortingLayerName = "Default"; } HideUICanvas(); }