public static string GetStatusIconPath(PFTable.Card.StatusIcon statusIconType) { if (statusIconType != PFTable.Card.StatusIcon.None) { StringBuilder sb = new StringBuilder(""); sb.AppendFormat("StatusIcon/{0}", statusIconType.ToString()); string strResult = sb.ToString(); return(strResult); } return(null); }
APFStatusIconUI GetStatusIcon(PFTable.Card.StatusIcon statusIconType) { if (StatusIconList != null) { APFStatusIconUI statusIcon = StatusIconList.Find(comp => { return(comp.StatusIconType == statusIconType); }); return(statusIcon); } return(null); }
private APFStatusIconUI AddStatusIcon(PFTable.Card.StatusIcon statusIconType, int statusKeepTurnCount) { APFStatusIconUI newStatusIcon = PFUtil.Instantiate <APFStatusIconUI>(PFPrefabPath.StatusIcon, StatusIcon_UIGrid.gameObject, Vector3.zero); StatusIcon_UIGrid.repositionNow = true; //grid에 새 요소를 추가한후, 위치를 재정비한다. string statusIconPath = PFCardTable.GetStatusIconPath(statusIconType); UnityEngine.Sprite sprite = Resources.Load <UnityEngine.Sprite>(statusIconPath); newStatusIcon.StatusIconType = statusIconType; newStatusIcon.SetStatusKeepTurnCount(statusKeepTurnCount); newStatusIcon.StatusIconImage.sprite2D = sprite; StatusIconList.Add(newStatusIcon); return(newStatusIcon); }