public void SetInactiveType(InactiveType _type, ItemSprite item = null, InactiveTrigger trigger = null) { current_stay_item = item; curretn_stay_trigger = trigger; this.inactive_type = _type; switch (_type) { case InactiveType.攻击: main_inactive_image.GetComponent <RectTransform>().sizeDelta = new Vector2(110, 110); main_inactive_image.GetComponent <RectTransform>().anchoredPosition = new Vector2(-6.6f, -13.8f); main_inactive_image.GetComponent <EquipmentSprite>().UpdateIamgeSprite(); break; case InactiveType.拾取: main_inactive_image.GetComponent <RectTransform>().sizeDelta = new Vector2(50, 50); main_inactive_image.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; main_inactive_image.sprite = inactive_sprite_dic[_type]; break; case InactiveType.交互: main_inactive_image.GetComponent <RectTransform>().sizeDelta = new Vector2(40, 40); main_inactive_image.GetComponent <RectTransform>().anchoredPosition = Vector2.zero; main_inactive_image.sprite = inactive_sprite_dic[_type]; break; default: break; } }
public void SetInactiveType(InactiveType _type, ItemSprite item = null) { inactrive_buttons.SetInactiveType(_type, item); }