示例#1
0
 /// <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);
         }
     }
 }
示例#2
0
 /// <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);
         }
     }
 }
示例#3
0
 /// <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);
         }
     }
 }
示例#4
0
 /// <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);
             }
         }
     }
 }
示例#5
0
    /// <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);
         * }
         */
    }