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;
}
}
}