void SetDefaultRot() { m_CurFrontType = ShipFrontType.FrontType_Gun1; // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, 0.0f); // m_ShipTexObj.transform.eulerAngles = new Vector3(0.0f, 0.0f, 0.0f); CloseAllShipTex(); //m_ShipTexObj_0.gameObject.SetActive (true); m_ShipTexObj_0.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_0; }
public void RotTrangleOver() { m_bRotingShip = false; int curfronttypeindex = (int)m_CurFrontType; m_CurFrontType = (ShipFrontType)(curfronttypeindex + 1); if (m_CurFrontType == ShipFrontType.NumFrontType) { m_CurFrontType = ShipFrontType.FrontType_Gun1; } CloseAllShipTex(); EnableAllShield(); switch (m_CurFrontType) { case ShipFrontType.FrontType_Gun1: { m_Gun1.EnableGunSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, 0.0f); // m_ShipTexObj_0.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_0; } break; case ShipFrontType.FrontType_Shild1: { //m_Gun1.EnableGunSystem(); //m_Gun2.EnableGunSystem(); //m_Shild1.EnableShieldSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, -60.0f); // m_ShipTexObj_60.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_60; } break; case ShipFrontType.FrontType_Gun2: { m_Gun2.EnableGunSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, -120.0f); // m_ShipTexObj_120.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_120; } break; case ShipFrontType.FrontType_Shild2: { //m_Gun3.EnableGunSystem(); //m_Gun2.EnableGunSystem(); //m_Shild2.EnableShieldSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, -180.0f); // m_ShipTexObj_180.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_180; } break; case ShipFrontType.FrontType_Gun3: { m_Gun3.EnableGunSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, -240.0f); // m_ShipTexObj_240.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_240; } break; case ShipFrontType.FrontType_Shild3: { //m_Gun1.EnableGunSystem(); //m_Gun3.EnableGunSystem(); //m_Shild3.EnableShieldSystem(); // m_Guns.transform.eulerAngles = new Vector3(0.0f, 0.0f, -300.0f); // m_ShipTexObj_300.color = new Color(m_ShipTexObj_0.color.r, m_ShipTexObj_0.color.g, m_ShipTexObj_0.color.b, 1.0f); //SpriteRenderer sp = m_ShipTexObj.GetComponent<SpriteRenderer>(); //sp.sprite = ShipTex_Degree_300; } break; } //rot 60 dgree }