public void SetShipDrawType(FleetType iFleet, ShipDrawType iDrawType) { switch (iFleet) { case FleetType.Friend: _dicFriendBattleShips.ForEach(delegate(KeyValuePair <int, UIBattleShip> x) { if (x.Value != null) { x.Value.drawType = iDrawType; } }); break; case FleetType.Enemy: _dicEnemyBattleShips.ForEach(delegate(KeyValuePair <int, UIBattleShip> x) { if (x.Value != null) { x.Value.drawType = iDrawType; } }); break; } }
private bool Init() { if (_uiBillboard == null) { _uiBillboard = GetComponent <BillboardObject>(); } _uiBillboard.isBillboard = true; if (_traPog == null) { Util.FindParentToChild(ref _traPog, base.transform, "POG"); } if (_traSPPog == null) { Util.FindParentToChild(ref _traSPPog, base.transform, "SPPog"); } if (_traTorpedoAnchor == null) { Util.FindParentToChild(ref _traTorpedoAnchor, base.transform, "TorpedoAnchor"); } if (_clsObject3D == null) { Util.FindParentToChild(ref _clsObject3D, base.transform, "ShipAnchor/Object3D"); } if ((UnityEngine.Object)_animShipAnimation == null) { _animShipAnimation = GetComponent <Animation>(); } _animShipAnimation.playAutomatically = false; _animShipAnimation.Stop(); _iStandingPositionType = StandingPositionType.Free; _dicStandingPos = new Dictionary <StandingPositionType, Vector3>(); _iShipDrawType = ShipDrawType.Normal; return(true); }
private bool Init() { if (this._uiBillboard == null) { this._uiBillboard = base.GetComponent <BillboardObject>(); } this._uiBillboard.isBillboard = true; if (this._traPog == null) { Util.FindParentToChild <Transform>(ref this._traPog, base.get_transform(), "POG"); } if (this._traSPPog == null) { Util.FindParentToChild <Transform>(ref this._traSPPog, base.get_transform(), "SPPog"); } if (this._traTorpedoAnchor == null) { Util.FindParentToChild <Transform>(ref this._traTorpedoAnchor, base.get_transform(), "TorpedoAnchor"); } if (this._clsObject3D == null) { Util.FindParentToChild <Object3D>(ref this._clsObject3D, base.get_transform(), "ShipAnchor/Object3D"); } if (this._animShipAnimation == null) { this._animShipAnimation = base.GetComponent <Animation>(); } this._animShipAnimation.set_playAutomatically(false); this._animShipAnimation.Stop(); this._iStandingPositionType = StandingPositionType.Free; this._dicStandingPos = new Dictionary <StandingPositionType, Vector3>(); this._iShipDrawType = ShipDrawType.Normal; return(true); }
public void SetShipDrawType(ShipDrawType iType) { SetShipDrawType(FleetType.Friend, iType); SetShipDrawType(FleetType.Enemy, iType); }