/// <summary> /// 设置所有背景状态 /// </summary> public static void SetAllGridBgStates(CanvasUnitState state) { foreach (CanvasUnitBG bk in m_CanvanUnitBG.Values) { if (bk != null) { bk.SetCanvasUnitState(state); } } }
/// <summary> /// 设定格子背景 /// </summary> public static void SetGridBgState(Int2 grid, CanvasUnitState state, bool bClearAllBgNorml) { if (m_CanvanUnitBG.ContainsKey(grid) == true) { CanvasUnitBG bk = m_CanvanUnitBG[grid]; if (bk != null) { bk.SetCanvasUnitState(state); } } }
/// <summary> /// 设置全部背景状态(目前未被使用) /// </summary> public static void SetAllGridBgStates(Int2 l, CanvasUnitState state, bool bClearAllBgNorml) { if (bClearAllBgNorml) { SetAllGridBgStates(CanvasUnitState.Normal); } if (m_CanvanUnitBG.ContainsKey(l) == true) { CanvasUnitBG bk = m_CanvanUnitBG[l]; if (bk != null) { bk.SetCanvasUnitState(state); } } }
/// <summary> /// 设置全部背景状态 /// </summary> public static void SetGridsBgStates(List <Int2> l, CanvasUnitState state, bool bClearAllBgNorml) { if (bClearAllBgNorml) { SetAllGridBgStates(CanvasUnitState.Normal); } for (int i = 0; i < l.Count; i++) { if (m_CanvanUnitBG.ContainsKey(l[i]) == true) { CanvasUnitBG bk = m_CanvanUnitBG[l[i]]; if (bk != null) { bk.SetCanvasUnitState(state); } } } }
/// <summary> /// 设置画布单元格 颜色表现 /// </summary> public void SetCanvasUnitState(CanvasUnitState state) { if (state == CanvasUnitState.Normal) { if (m_material != null && TextureNormal != null) { m_material.mainTexture = TextureNormal; Vector3 pos = m_tTarget.transform.position; m_tTarget.transform.position = U3DUtil.SetZ(pos, BUILD_FIT_DEPTH); } } else if (state == CanvasUnitState.CanPut) { if (m_material != null && TextureCanPut != null) { m_material.mainTexture = TextureCanPut; Vector3 pos = m_tTarget.transform.position; m_tTarget.transform.position = U3DUtil.SetZ(pos, BUILD_TOP_DEPTH); } } else if (state == CanvasUnitState.CanntPut) { if (m_material != null && TextureCanntPut != null) { m_material.mainTexture = TextureCanntPut; Vector3 pos = m_tTarget.transform.position; m_tTarget.transform.position = U3DUtil.SetZ(pos, BUILD_TOP_DEPTH); } } /* * if (m_material) * { * Color color = m_material.color; * color = new Color(color.r, color.g, color.b, 1); * SetColor(color); * } */ }