public void UpdateState(COM_State state) { for (int i = 0; i < buffList_.Count; ++i) { if (buffList_[i].stateId_ == state.stateId_) { buffList_[i] = state; // if (OnStateUpdate != null) // OnStateUpdate(); break; } } }
public void AddState(COM_State state) { buffList_.Add(state); //for (int i = 0; i < buffList_.Count; ++i) //{ // if (buffList_[i] == null) // { // buffList_[i] = state; // if (OnStateUpdate != null) // OnStateUpdate(); // break; // } //} }
public StateCellUI AddStateCellUI(UISprite parent, COM_State stateInst = null, float offsetX = 0f, float offsetY = 0f) { StateCellUI[] cells = parent.gameObject.GetComponentsInChildren <StateCellUI>(true); StateCellUI cell = null; if (cells == null || cells.Length == 0) { cell = InstantiateStateCellUIObj(); if (stateInst != null) { cell.cellPane.transform.parent = parent.gameObject.transform; cell.cellPane.depth = parent.depth + 1; cell.cellPane.transform.localPosition = new Vector2(offsetX, offsetY); cell.cellPane.transform.localScale = Vector3.one; } } else { cell = cells[0]; } cell.stateInst = stateInst; return(cell); }