/// <summary> /// Clears the underlay GUI element (for example ping, hover, select). /// </summary> private void ClearUnderlay() { if (underlay != null) { underlay.Destroy(); underlay = null; } underlayState = UnderlayState.None; }
/// <summary> /// Changes the visual representation of the element as being pinged. /// </summary> /// <param name="enable">True if mark as pinged, false to reset to normal.</param> public void MarkAsPinged(bool enable) { if ((int)underlayState > (int)UnderlayState.Pinged) { return; } if (enable) { CreateUnderlay(); underlay.SetTint(PING_COLOR); underlayState = UnderlayState.Pinged; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }
/// <summary> /// Changes the visual representation of the element as being hovered over. /// </summary> /// <param name="enable">True if mark as hovered, false to reset to normal.</param> public void MarkAsHovered(bool enable) { if ((int)underlayState > (int)UnderlayState.Hovered) { return; } if (enable) { CreateUnderlay(); underlay.SetTint(HOVER_COLOR); underlayState = UnderlayState.Hovered; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }
/// <summary> /// Changes the visual representation of the element as being selected. /// </summary> /// <param name="enable">True if mark as selected, false to reset to normal.</param> public void MarkAsSelected(bool enable) { if ((int)underlayState > (int)UnderlayState.Selected) { return; } if (enable) { CreateUnderlay(); underlay.SetTint(SELECTION_COLOR); underlayState = UnderlayState.Selected; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }
/// <summary> /// Changes the visual representation of the element as being selected. /// </summary> /// <param name="enable">True if mark as selected, false to reset to normal.</param> public void MarkAsSelected(bool enable) { if ((int)underlayState > (int)UnderlayState.Selected) return; if (enable) { CreateUnderlay(); underlay.SetTint(SELECTION_COLOR); underlayState = UnderlayState.Selected; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }
/// <summary> /// Changes the visual representation of the element as being pinged. /// </summary> /// <param name="enable">True if mark as pinged, false to reset to normal.</param> public void MarkAsPinged(bool enable) { if ((int)underlayState > (int)UnderlayState.Pinged) return; if (enable) { CreateUnderlay(); underlay.SetTint(PING_COLOR); underlayState = UnderlayState.Pinged; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }
/// <summary> /// Changes the visual representation of the element as being hovered over. /// </summary> /// <param name="enable">True if mark as hovered, false to reset to normal.</param> public void MarkAsHovered(bool enable) { if ((int)underlayState > (int)UnderlayState.Hovered) return; if (enable) { CreateUnderlay(); underlay.SetTint(HOVER_COLOR); underlayState = UnderlayState.Hovered; } else { ClearUnderlay(); underlayState = UnderlayState.None; } }