Inheritance: UnityEngine.MonoBehaviour, IEnable
示例#1
0
 public void SetInactive()
 {
     target.buttonTrans = null;
     target = null;
     backGround.SetActive(false);
     spriteRenderer.sprite = null;
 }
示例#2
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 public void SetInactive()
 {
     target.buttonTrans = null;
     target             = null;
     backGround.SetActive(false);
     spriteRenderer.sprite = null;
 }
示例#3
0
 public void SetTarget(CrimeObject newTarget)
 {
     if (newTarget == null || !newTarget.isItem)
         return;
     target = newTarget;
     target.buttonTrans = buttonTrans;
     backGround.SetActive(true);
     spriteRenderer.sprite = target.baseSprite;
 }
示例#4
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 public void SetTarget(CrimeObject newTarget)
 {
     if (newTarget == null || !newTarget.isItem)
     {
         return;
     }
     target             = newTarget;
     target.buttonTrans = buttonTrans;
     backGround.SetActive(true);
     spriteRenderer.sprite = target.baseSprite;
 }
示例#5
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        public void ObtainItem(GameObject item)
        {
            CrimeObject itemScript = item.GetComponent <CrimeObject>();

            if (itemScript == null)
            {
                return;
            }
            if (itemList.Contains(itemScript))
            {
                return;
            }
            itemScript.isActive = true;
            itemList.Add(itemScript);
            DisplayItem();
        }
示例#6
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        public override void Run()
        {
            if (!target)
            {
                return;
            }
            CrimeObject crimeObject = target.GetComponent <CrimeObject>();

            if (crimeObject == null)
            {
                return;
            }
            if (baseSprite != null)
            {
                crimeObject.baseSprite = baseSprite;
                target.GetComponent <SpriteRenderer>().sprite = baseSprite;
            }
            if (selectedSprite != null)
            {
                crimeObject.selectedSprite = selectedSprite;
            }
        }
示例#7
0
    public void OnLoad()
    {
        Debug.Log("isSaved: " + isSaved);
        Node_Editor.editor.OnSave += OnSave;
        Node_Editor.editor.OnLoad += OnLoad;
        Debug.Log(objectPath);
        baseObject = GameObject.Find(objectPath);
        crimeObject = baseObject.GetComponent<CrimeObject>();

        selects = new Dictionary<NodeOutput, Selection>();
        foreach (OutputSelectionPair item in selectList)
        {
            selects.Add(Outputs[item.output], item.selection);
            item.selection.OnLoad();
        }
    }