public override void SetState(EStageState State) { switch (State) { case EStageState.eLock: BtnBC.enabled = false; //Icon.spriteName = CurSC.Icon + "_disC"; NameBg.spriteName = "bg_guanka_ming_disC"; SelSpr.gameObject.SetActive(false); LockSpr.gameObject.SetActive(true); break; case EStageState.eUnlock: BtnBC.enabled = true; NameBg.spriteName = "bg_guanka_ming"; SelSpr.gameObject.SetActive(true); LockSpr.gameObject.SetActive(false); break; case EStageState.ePass: BtnBC.enabled = true; NameBg.spriteName = "bg_guanka_ming"; SelSpr.gameObject.SetActive(false); LockSpr.gameObject.SetActive(false); break; } }
public override void SetState(EStageState State) { /*bool IsShow = true; * switch (GameApp.Instance.SelModeUI.CurSelMode) * { * case ESelectedArea.Single: * IsShow = (CurSC.IsShow_Single > 0); * break; * case ESelectedArea.Cooperate: * IsShow = (CurSC.IsShow_Cooperate > 0); * break; * } * * if (!IsShow) * { * State = EStageState.eLock; * * } * * gameObject.SetActive(IsShow); * * Transform LineObj = transform.parent.Find("Line_" + (CurIndex - 1) + "_" + CurIndex); * if (LineObj != null) * { * LineObj.gameObject.SetActive(IsShow); * }*/ //if (StageState != State) { switch (State) { case EStageState.eLock: BtnBC.enabled = false; Icon.spriteName = CurSC.Icon + "_disC"; NameBg.spriteName = "bg_guanka_ming_disC"; SelSpr.gameObject.SetActive(false); LockSpr.gameObject.SetActive(true); break; case EStageState.eUnlock: BtnBC.enabled = true; NameBg.spriteName = "bg_guanka_ming"; SelSpr.gameObject.SetActive(true); LockSpr.gameObject.SetActive(false); break; case EStageState.ePass: BtnBC.enabled = true; NameBg.spriteName = "bg_guanka_ming"; SelSpr.gameObject.SetActive(false); LockSpr.gameObject.SetActive(false); break; } //StageState = State; } }
public void SetStageNum(EStageState stageNum) { this.stageNum = stageNum; }
public virtual void SetState(EStageState State) { }