public void SetMODE(E_RENDER_MODE type) { if (type == this.m_eMode) { return; } switch (type) { case E_RENDER_MODE.NORMAL: this.mCurrentGRID = this.GetGridEffect("FX_GRID_WHITE", ref this.mGRID_NORMAL); break; case E_RENDER_MODE.ACTIVE_SELECT: this.mCurrentGRID = this.GetGridEffect("FX_GRID_GREEN_SELECT", ref this.mGRID_SELECT); break; case E_RENDER_MODE.ATTACK: this.mCurrentGRID = this.GetGridEffect("FX_GRID_RED", ref this.mGrid_Attack); break; } this.m_eMode = type; this.ShowGrid(this.mCurrentGRID); }
public void SetMode(E_RENDER_MODE type) { bool flag = type != this.mMode; if (this.m_bSelectBattleSkill && type == E_RENDER_MODE.OVER) { return; } if (type == E_RENDER_MODE.DISABLE && base.gameObject.activeInHierarchy) { flag = true; } if (flag) { this.mMode = type; switch (this.mMode) { case E_RENDER_MODE.NORMAL: this.mCurrentGRID = this.GetGridEffect("FX_GRID_WHITE", ref this.mGRID_NORMAL); base.gameObject.SetActive(true); break; case E_RENDER_MODE.ACTIVE: this.mCurrentGRID = this.GetGridEffect("FX_GRID_WHITE", ref this.mGRID_ACTIVE); base.gameObject.SetActive(true); break; case E_RENDER_MODE.ACTIVE_SELECT: this.mCurrentGRID = this.GetGridEffect("FX_GRID_GREEN_SELECT", ref this.mGRID_ACTIVE_SELECT); base.gameObject.SetActive(true); break; case E_RENDER_MODE.ATTACK: this.mCurrentGRID = this.GetGridEffect("FX_GRID_RED", ref this.mGRID_ATTACK); base.gameObject.SetActive(true); break; case E_RENDER_MODE.CHANGEPOS: this.mCurrentGRID = this.GetGridEffect("FX_GRID_WHITE", ref this.mGrid_CHANGEPOS); base.gameObject.SetActive(true); break; case E_RENDER_MODE.CHANGEPOS_SELECT: this.mCurrentGRID = this.GetGridEffect("FX_GRID_GREEN", ref this.mGrid_CHANGEPOS_SELECT); base.gameObject.SetActive(true); break; case E_RENDER_MODE.SKILL: this.mCurrentGRID = this.GetGridEffect("FX_GRID_SKILL", ref this.mGrid_SKILL); base.gameObject.SetActive(true); TsAudioManager.Instance.AudioContainer.RequestAudioClip("UI_SFX", "BATTLE", "SKILLGRID", new PostProcPerItem(NrAudioClipDownloaded.OnEventAudioClipDownloadedImmedatePlay)); break; case E_RENDER_MODE.DISABLE: base.gameObject.SetActive(false); break; case E_RENDER_MODE.BABEL_ADVANTAGE: this.mCurrentGRID = this.GetGridEffect("FX_GRID_BABELADVANTAGE", ref this.mGrid_ADVANTAGE); base.gameObject.SetActive(true); break; } bool bOn = this.mMode == E_RENDER_MODE.ATTACK || this.mMode == E_RENDER_MODE.OVER || this.mMode == E_RENDER_MODE.ACTIVE_SELECT; this.OnRimColor(bOn); this.ShowGrid(this.mCurrentGRID, true); this.OnOffTargetEffect(this.mMode == E_RENDER_MODE.ATTACK); } }