public Sprite GetSkillSelectUnitIcon(SkillOperateSelectUnitIconType iconType) { switch (iconType) { case SkillOperateSelectUnitIconType.Aim: return(skilloperateAim); break; case SkillOperateSelectUnitIconType.Attack: return(skilloperateAttack); break; case SkillOperateSelectUnitIconType.Uplevel: return(skilloperateUplevel); break; case SkillOperateSelectUnitIconType.Change: return(skilloperateChange); break; case SkillOperateSelectUnitIconType.Add: return(skilloperateAdd); break; } return(skilloperateAim); }
public void ShowDelayHide(SkillOperateSelectUnitIconType iconType, bool isEnemy, int level, float delay, float time) { Show(iconType, isEnemy, level); isShowDelayHide = true; icon.color = icon.color.SetAlhpa(0); StartCoroutine(DelayShow(delay, time)); }
public void Show(SkillOperateSelectUnitIconType iconType, bool isEnemy, int level) { icon.color = icon.color.SetAlhpa(1); switch (iconType) { case SkillOperateSelectUnitIconType.Aim: icon.sprite = iconAim; break; case SkillOperateSelectUnitIconType.Attack: icon.sprite = iconAttack; break; case SkillOperateSelectUnitIconType.Uplevel: icon.sprite = level >= 2 ? iconUplevel2 : iconUplevel; break; case SkillOperateSelectUnitIconType.Change: icon.sprite = iconChange; break; case SkillOperateSelectUnitIconType.Add: icon.sprite = iconAdd; break; } if (iconType == SkillOperateSelectUnitIconType.Aim) { icon.color = isEnemy ? enemyColor : findlyColor; } else { icon.color = Color.white; } isShowDelayHide = false; StopAllCoroutines(); gameObject.SetActive(true); }
/** 获取选择单位图标 */ public SkillOperateSelectUnitIconType GetSelectUnitIconType(UnitCtl entity, bool isEnemy) { SkillOperateSelectUnitIconType t = SkillOperateSelectUnitIconType.Aim; switch (skillConfig.skillType) { case SkillType.Build_Attach: t = SkillOperateSelectUnitIconType.Change; break; case SkillType.Build_Uplevel: t = SkillOperateSelectUnitIconType.Uplevel; break; case SkillType.Build_Replace: if (skillConfig.buildId == entity.unitData.buildConfig.id) { t = SkillOperateSelectUnitIconType.Uplevel; } else { t = SkillOperateSelectUnitIconType.Change; } break; default: if (isEnemy) { t = SkillOperateSelectUnitIconType.Attack; } else { t = SkillOperateSelectUnitIconType.Add; } break; } return(t); }
public Texture GetSkillSelectTexture(SkillOperateSelectUnitIconType iconType) { switch (iconType) { case SkillOperateSelectUnitIconType.Attack: return(skilloperateTextureAttack); break; case SkillOperateSelectUnitIconType.Change: return(skilloperateTextureChange); break; default: return(skilloperateTextureAdd); break; } return(skilloperateTextureAdd); }