using UnityEngine; using System.Collections; public enum superButtonType { act, attack, bp, change, ep, mp, no, see, set, spsummon, summon, yes, } public class iconSetForButton : MonoBehaviour { public UITexture UITextureInButton; public UILabel UILabelInButton; public Texture2D act; public Texture2D attack; public Texture2D bp; public Texture2D change; public Texture2D ep; public Texture2D mp; public Texture2D no; public Texture2D see; public Texture2D set; public Texture2D spsummon; public Texture2D summon; public Texture2D yes; public void setTexture(superButtonType type) { switch (type) { case superButtonType.act: UITextureInButton.mainTexture = act; break; case superButtonType.attack: UITextureInButton.mainTexture = attack; break; case superButtonType.bp: UITextureInButton.mainTexture = bp; break; case superButtonType.change: UITextureInButton.mainTexture = change; break; case superButtonType.ep: UITextureInButton.mainTexture = ep; break; case superButtonType.mp: UITextureInButton.mainTexture = mp; break; case superButtonType.no: UITextureInButton.mainTexture = no; break; case superButtonType.see: UITextureInButton.mainTexture = see; break; case superButtonType.set: UITextureInButton.mainTexture = set; break; case superButtonType.spsummon: UITextureInButton.mainTexture = spsummon; break; case superButtonType.summon: UITextureInButton.mainTexture = summon; break; case superButtonType.yes: UITextureInButton.mainTexture = yes; break; } Color c; ColorUtility.TryParseHtmlString(Config.Getui("gameButtonSign.color"), out c); UITextureInButton.color = c; } public void setText(string hint) { UILabelInButton.text = hint; } }