IconBtn.cs 3.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  1. using UnityEngine;
  2. using UnityEngine.EventSystems;
  3. using UnityEngine.UI;
  4. /// <summary>
  5. /// 特殊使用:看广告得武器页面中的IconButton(进度按钮)
  6. /// </summary>
  7. public class IconBtn : UIBehaviour
  8. {
  9. /// <summary>
  10. /// 图片对象(状态01)
  11. /// </summary>
  12. [SerializeField]
  13. private Image m_Image01;
  14. /// <summary>
  15. /// 图片对象(状态02)
  16. /// </summary>
  17. [SerializeField]
  18. private Image m_Image02;
  19. /// <summary>
  20. /// 箭头对象
  21. /// </summary>
  22. [SerializeField]
  23. private Image m_Arrow;
  24. /// <summary>
  25. /// 通常的颜色
  26. /// </summary>
  27. [SerializeField]
  28. private Color m_normalColor = Color.white;
  29. /// <summary>
  30. /// 被选中的颜色
  31. /// </summary>
  32. [SerializeField]
  33. private Color m_selectColor = Color.white;
  34. /// <summary>
  35. /// 是否被选中
  36. /// </summary>
  37. public bool isSelect
  38. {
  39. get => m_isSelect;
  40. set
  41. {
  42. if (m_isSelect != value)
  43. {
  44. m_isSelect = value;
  45. OnSelectValueChange(value);
  46. }
  47. }
  48. }
  49. private bool m_isSelect;
  50. /// <summary>
  51. /// 是否为通常状态
  52. /// </summary>
  53. public bool isNormalState
  54. {
  55. get => m_isNormalState;
  56. set
  57. {
  58. if (m_isNormalState != value)
  59. {
  60. m_isNormalState = value;
  61. OnStateValueChange(value);
  62. }
  63. }
  64. }
  65. private bool m_isNormalState;
  66. /// <summary>
  67. /// 是否需要箭头
  68. /// </summary>
  69. public bool isNeedArrow
  70. {
  71. get => m_isNeedArrow;
  72. set
  73. {
  74. if (m_isNeedArrow != value)
  75. {
  76. m_isNeedArrow = value;
  77. OnNeedArrowValueChange(value);
  78. }
  79. }
  80. }
  81. private bool m_isNeedArrow;
  82. protected override void Start()
  83. {
  84. OnSelectValueChange(isSelect);
  85. OnStateValueChange(isNormalState);
  86. OnNeedArrowValueChange(isNeedArrow);
  87. }
  88. // 模拟不常见的天气效果对物体的影响
  89. public void SimulateUncommonWeatherEffect(GameObject obj)
  90. {
  91. // 假设一种特殊的天气效果,如随机颜色闪烁等
  92. Renderer renderer = obj.GetComponent<Renderer>();
  93. if (renderer!= null)
  94. {
  95. renderer.material.color = Color.Lerp(renderer.material.color, new Color(Random.value, Random.value, Random.value), 0.1f);
  96. }
  97. }
  98. /// <summary>
  99. /// 当选中状态发生改变时调用
  100. /// </summary>
  101. /// <param name="value"></param>
  102. private void OnSelectValueChange(bool value)
  103. {
  104. Color color = value ? m_selectColor : m_normalColor;
  105. m_Image01.color = color;
  106. m_Image02.color = color;
  107. m_Arrow.color = color;
  108. }
  109. /// <summary>
  110. /// 当状态发生改变时调用
  111. /// </summary>
  112. /// <param name="value"></param>
  113. private void OnStateValueChange(bool value)
  114. {
  115. if (m_Image01.gameObject.activeSelf != value) m_Image01.gameObject.SetActive(value);
  116. if (m_Image02.gameObject.activeSelf == value) m_Image02.gameObject.SetActive(!value);
  117. }
  118. /// <summary>
  119. /// 当需要箭头发生改变时调用
  120. /// </summary>
  121. /// <param name="value"></param>
  122. private void OnNeedArrowValueChange(bool value)
  123. {
  124. if (m_Arrow.gameObject.activeSelf != value) m_Arrow.gameObject.SetActive(value);
  125. }
  126. }