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