public void SetVisualState(TalentVisualState visualState) { this.m_visualState = visualState; switch (visualState) { case TalentVisualState.canResearch: { this.m_greenFrameGlow.gameObject.SetActive(true); this.m_yellowFrameGlow.gameObject.SetActive(false); this.m_researchProgressBG.gameObject.SetActive(false); this.m_abilityIcon.color = Color.white; this.m_abilityIcon.material.SetFloat("_GrayscaleAmount", 0f); break; } case TalentVisualState.canRespec: { this.m_greenFrameGlow.gameObject.SetActive(false); this.m_yellowFrameGlow.gameObject.SetActive(false); this.m_researchProgressBG.gameObject.SetActive(false); this.m_abilityIcon.color = this.m_inactiveColor; this.m_abilityIcon.material.SetFloat("_GrayscaleAmount", 0f); break; } case TalentVisualState.cannotResearch: { this.m_greenFrameGlow.gameObject.SetActive(false); this.m_yellowFrameGlow.gameObject.SetActive(false); this.m_researchProgressBG.gameObject.SetActive(false); this.m_abilityIcon.color = Color.white; this.m_abilityIcon.material.SetFloat("_GrayscaleAmount", 1f); break; } case TalentVisualState.researching: { this.m_greenFrameGlow.gameObject.SetActive(false); this.m_yellowFrameGlow.gameObject.SetActive(true); this.m_researchProgressBG.gameObject.SetActive(true); this.m_abilityIcon.color = this.m_inactiveColor; this.m_abilityIcon.material.SetFloat("_GrayscaleAmount", 1f); break; } case TalentVisualState.owned: { this.m_greenFrameGlow.gameObject.SetActive(false); this.m_yellowFrameGlow.gameObject.SetActive(true); this.m_researchProgressBG.gameObject.SetActive(false); this.m_abilityIcon.color = Color.white; this.m_abilityIcon.material.SetFloat("_GrayscaleAmount", 0f); break; } } }
private void Awake() { this.m_playedTalentToast = false; this.m_shouldShowCheckAnim = false; this.m_playedShowCheckAnim = false; this.m_inactiveColor = new Color(0.3f, 0.3f, 0.3f, 1f); this.m_canResearch = false; this.m_greenFrameGlow.gameObject.SetActive(false); this.m_yellowFrameGlow.gameObject.SetActive(false); this.m_researchProgressBG.gameObject.SetActive(false); this.m_visualState = TalentVisualState.cannotResearch; }
public void SetVisualState(TalentVisualState visualState) { this.m_visualState = visualState; switch (visualState) { case TalentVisualState.canResearch: this.m_greenFrameGlow.get_gameObject().SetActive(true); this.m_yellowFrameGlow.get_gameObject().SetActive(false); this.m_researchProgressBG.get_gameObject().SetActive(false); this.m_abilityIcon.set_color(Color.get_white()); this.m_abilityIcon.get_material().SetFloat("_GrayscaleAmount", 0f); break; case TalentVisualState.canRespec: this.m_greenFrameGlow.get_gameObject().SetActive(false); this.m_yellowFrameGlow.get_gameObject().SetActive(false); this.m_researchProgressBG.get_gameObject().SetActive(false); this.m_abilityIcon.set_color(this.m_inactiveColor); this.m_abilityIcon.get_material().SetFloat("_GrayscaleAmount", 0f); break; case TalentVisualState.cannotResearch: this.m_greenFrameGlow.get_gameObject().SetActive(false); this.m_yellowFrameGlow.get_gameObject().SetActive(false); this.m_researchProgressBG.get_gameObject().SetActive(false); this.m_abilityIcon.set_color(Color.get_white()); this.m_abilityIcon.get_material().SetFloat("_GrayscaleAmount", 1f); break; case TalentVisualState.researching: this.m_greenFrameGlow.get_gameObject().SetActive(false); this.m_yellowFrameGlow.get_gameObject().SetActive(true); this.m_researchProgressBG.get_gameObject().SetActive(true); this.m_abilityIcon.set_color(this.m_inactiveColor); this.m_abilityIcon.get_material().SetFloat("_GrayscaleAmount", 1f); break; case TalentVisualState.owned: this.m_greenFrameGlow.get_gameObject().SetActive(false); this.m_yellowFrameGlow.get_gameObject().SetActive(true); this.m_researchProgressBG.get_gameObject().SetActive(false); this.m_abilityIcon.set_color(Color.get_white()); this.m_abilityIcon.get_material().SetFloat("_GrayscaleAmount", 0f); break; } }