Ejemplo n.º 1
0
    void Show(DictionaryTapType tab = DictionaryTapType.Battle, DicionaryState state = DicionaryState.Default)
    {
        if (coroutineShow != null)
        {
            return;
        }

        // SortHeroList();

        if (tab == DictionaryTapType.Battle)
        {
            battleScrollViewContent.gameObject.SetActive(true);
            territoryScrollViewContent.gameObject.SetActive(false);
        }
        else
        {
            battleScrollViewContent.gameObject.SetActive(false);
            territoryScrollViewContent.gameObject.SetActive(true);
        }

        //for (int i = 0; i < heroSlotContainerList.Count; i++)
        //{
        //    if(heroSlotContainerList[i].heroInvenID == HeroManager.heroDataList[i].heroID)
        //    {
        //        heroSlotContainerList[i].GetComponentInChildren<UIHeroSlot>().heroImage.color = new Color(255, 255, 255);
        //    }
        //}

        coroutineShow = StartCoroutine(ShowA(tab, state));
    }
Ejemplo n.º 2
0
    public void SlotDataInit(string _id, DicionaryState _state)
    {
        texture = null;
        id      = _id;
        state   = _state;

        dictionaryLevel = heroDicData.dictionaryLevel;

        heroDicData.onChangedValue += OnChangedHeroParam;
        InitUI();
    }
Ejemplo n.º 3
0
    IEnumerator ShowA(DictionaryTapType tab, DicionaryState state)
    {
        //인벤토리 열릴시 NewCheck해제
        //onCheckNewHeroEarned();



        SizeControl();


        //canvas.enabled = false;
        canvas.gameObject.SetActive(true);



        for (int i = 0; i < heroSlotList.Count; i++)
        {
            heroSlotList[i].state = state;
        }

        battleScrollRect.gameObject.SetActive(tab == DictionaryTapType.Battle);
        territoryScrollRect.gameObject.SetActive(tab == DictionaryTapType.Territory);

        yield return(null);

        if (tab == DictionaryTapType.Battle)
        {
            battleScrollRect.normalizedPosition = new Vector2(battleScrollRect.normalizedPosition.x, 1f);
        }
        else if (tab == DictionaryTapType.Territory)
        {
            territoryScrollRect.normalizedPosition = new Vector2(territoryScrollRect.normalizedPosition.x, 1f);
        }



        battleScrollRect.GetComponent <CanvasRenderer>().SetAlpha(1f);
        territoryScrollRect.GetComponent <CanvasRenderer>().SetAlpha(1f);

        canvas.enabled = true;

        coroutineShow = null;

        yield break;
    }