using QFramework; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class ButtonEffect : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler { public GameObject normailState, selectState, highlighterState; public void OnPointerEnter(PointerEventData eventData) { highlighterState.SetActive(true); normailState.SetActive(false); } public void OnPointerExit(PointerEventData eventData) { highlighterState.SetActive(false); normailState.SetActive(true); } float tmpTime = 0; public void Flashing(float time) { tmpTime += Time.deltaTime; if (tmpTime >= 0 && tmpTime <= 1) { SetLibraryBtnState(BtnState.highter); } else if (tmpTime > 1 && tmpTime <= 2) { SetLibraryBtnState(BtnState.normal); } else { tmpTime = 0; } } /// /// 设置工具库按钮状态 /// /// public void SetLibraryBtnState(BtnState state) { switch (state) { case BtnState.normal: normailState.SetActive(true); selectState.SetActive(false); highlighterState.SetActive(false); break; case BtnState.highter: normailState.SetActive(false); selectState.SetActive(false); highlighterState.SetActive(true); break; case BtnState.select: normailState.SetActive(false); selectState.SetActive(true); highlighterState.SetActive(false); break; default: break; } } }