public SavePatterModel Export() { SavePatterModel savePatterModel = new SavePatterModel(); CellType[,] array = new CellType[2, 3]; for (int i = 0; i < 2; i++) { for (int j = 0; j < 3; j++) { array[i, j] = this._map[i, j]; } } savePatterModel.TypePattern = this._eTypePattern; savePatterModel.Color = this._eColor; savePatterModel.IndexInPanel = this._nIndexInPanel; savePatterModel.CountClick = this._nCountClick; return(savePatterModel); }
public void Import(SavePatterModel savePattern, List <Color> listColorUI) { this._eTypePattern = savePattern.TypePattern; this._eColor = savePattern.Color; this._nIndexInPanel = savePattern.IndexInPanel; this._nCountClick = savePattern.CountClick; int num = 0; int num2 = 0; this._nIndexPositionCenter = 0; switch (this._eTypePattern) { case PatternScript.Type.ONE_TRIANGLE: num = 1; num2 = 1; this._nNumberTriangle = 1; this._map[1, 0] = CellType.UP; this._bOneLine = true; this._nFinalIndex = 0; break; case PatternScript.Type.TWO_TRIANGLE: num = 1; num2 = 2; this._nNumberTriangle = 2; this._map[1, 0] = CellType.DOWN; this._map[1, 1] = CellType.UP; this._bOneLine = true; this._nFinalIndex = 1; break; case PatternScript.Type.THREE_TRIANGLE: num = 1; num2 = 3; this._nNumberTriangle = 3; this._map[1, 0] = CellType.UP; this._map[1, 1] = CellType.DOWN; this._map[1, 2] = CellType.UP; this._bOneLine = true; this._nFinalIndex = 2; break; case PatternScript.Type.FOUR_TRIANGLE_1: num = 2; num2 = 3; this._nNumberTriangle = 4; this._map[1, 0] = CellType.UP; this._map[1, 1] = CellType.DOWN; this._map[1, 2] = CellType.UP; this._map[0, 2] = CellType.DOWN; this._bOneLine = false; this._nFinalIndex = 3; break; case PatternScript.Type.FOUR_TRIANGLE_2: num = 2; num2 = 3; this._nNumberTriangle = 4; this._map[0, 0] = CellType.UP; this._map[0, 1] = CellType.DOWN; this._map[0, 2] = CellType.UP; this._map[1, 1] = CellType.UP; this._bOneLine = false; this._nFinalIndex = 3; this._nIndexPositionCenter = 1; break; case PatternScript.Type.FIVE_TRIANGLE: num = 2; num2 = 3; this._nNumberTriangle = 5; this._map[1, 0] = CellType.UP; this._map[1, 1] = CellType.DOWN; this._map[1, 2] = CellType.UP; this._map[0, 2] = CellType.DOWN; this._map[0, 1] = CellType.UP; this._bOneLine = false; this._nFinalIndex = 4; break; case PatternScript.Type.SPECIAL: num = 2; num2 = 3; this._nNumberTriangle = 6; this._map[1, 0] = CellType.UP; this._map[1, 1] = CellType.DOWN; this._map[1, 2] = CellType.UP; this._map[0, 2] = CellType.DOWN; this._map[0, 1] = CellType.UP; this._map[0, 0] = CellType.DOWN; this._bOneLine = false; this._nFinalIndex = 5; break; } this._nWidthPattern = Constant.CELL_SIZE_WIDTH + (Constant.RANGE_X + Constant.CELL_SIZE_WIDTH / 2) * (num2 - 1); this._nHeightPattern = Constant.CELL_SIZE_HEIGHT * num; this._nHeightPattern = ((num != 1) ? (this._nHeightPattern + Constant.RANGE_Y) : this._nHeightPattern); base.GetComponent <RectTransform>().sizeDelta = new Vector2((float)this._nWidthPattern, (float)this._nHeightPattern); Color colorUI = (this._eColor != ColorType.SPECIAL_COLOR) ? listColorUI[(int)this._eColor] : UnityEngine.Color.white; this.DrawMap(colorUI); base.GetComponent <RectTransform>().sizeDelta = new Vector2((float)(this._nWidthPattern + 50), (float)(this._nHeightPattern + 50)); if (this._eColor == ColorType.SPECIAL_COLOR) { this.UpdateColorSpecial(listColorUI); } if (this._eTypePattern == PatternScript.Type.ONE_TRIANGLE || this._eTypePattern == PatternScript.Type.FOUR_TRIANGLE_2) { base.GetComponent <RectTransform>().pivot = new Vector2(0.5f, 0.3f); } base.transform.localScale = new Vector3(0.95f, 0.95f, 1f); this.RotateWithCountClick(this._nCountClick); }