예제 #1
0
파일: Tile.cs 프로젝트: ghrguse/ss
        public void SetState(_TileState tileState)
        {
            state = tileState;
            SetMaterial(TileManager.GetTileMaterial(state));

            //if(Application.isPlaying){
            //if(state==_TileState.Default) renderer.enabled=false;
            //else renderer.enabled=true;
            //renderer.enabled=true;
            //}
        }
예제 #2
0
        public static Material GetTileMaterial(_TileState state)
        {
            if (state == _TileState.Default)
            {
                return(instance.sqMatNormal);
            }
            else if (state == _TileState.Selected)
            {
                return(instance.sqMatSelected);
            }
            else if (state == _TileState.Walkable)
            {
                return(instance.sqMatWalkable);
            }
            else if (state == _TileState.Hostile)
            {
                return(instance.sqMatHostile);
            }

            return(instance.sqMatNormal);
        }
예제 #3
0
    //set the tile state and change the renderer material to match
    public void SetState(_TileState ts)
    {
        if (!walkable)
        {
            return;
        }

        state = ts;

        if (!walkable)
        {
            renderer.material = matUnwalkable;
            return;
        }

        if (state == _TileState.Default && matNormal != null)
        {
            renderer.material = matNormal;
        }
        else if (state == _TileState.Selected && matNormal != null)
        {
            renderer.material = matNormal;
        }
        else if (state == _TileState.Walkable && matWalkable != null)
        {
            renderer.material = matWalkable;
        }
        else if (state == _TileState.Hostile && matHostile != null)
        {
            renderer.material = matHostile;
        }
        else if (state == _TileState.AbilityRange && matAbilityRange != null)
        {
            renderer.material = matAbilityRange;
        }
        //else if(state==_TileState.Friendly) renderer.material=matFriendly;
        //else if(state==_TileState.Selected) renderer.material=matHighlight;
    }
예제 #4
0
    //set the tile state and change the renderer material to match
    public void SetState(_TileState ts)
    {
        if(!walkable){
            return;
        }

        state=ts;

        if(!walkable){
            renderer.material=matUnwalkable;
            return;
        }

        if(state==_TileState.Default && matNormal!=null) renderer.material=matNormal;
        else if(state==_TileState.Selected && matNormal!=null) renderer.material=matNormal;
        else if(state==_TileState.Walkable && matWalkable!=null) renderer.material=matWalkable;
        else if(state==_TileState.Hostile && matHostile!=null) renderer.material=matHostile;
        else if(state==_TileState.AbilityRange && matAbilityRange!=null) renderer.material=matAbilityRange;
        //else if(state==_TileState.Friendly) renderer.material=matFriendly;
        //else if(state==_TileState.Selected) renderer.material=matHighlight;
    }