Ejemplo n.º 1
0
    public void SetUpHomeButton(E_SCENE_INDEX _curSceneIndex)
    {
        GameManager.Instance.InitUpbar();


        switch (_curSceneIndex)
        {
        case E_SCENE_INDEX.E_STAGE:
            //SetUpBar 초기화
            GameManager.Instance.LoadScene(E_SCENE_INDEX.E_MENU, E_SCENE_INDEX.E_NONE, false);
            break;

        case E_SCENE_INDEX.E_MERMANAGE:
            GameManager.Instance.LoadScene(E_SCENE_INDEX.E_MENU, E_SCENE_INDEX.E_NONE, false);
            break;

        case E_SCENE_INDEX.E_STAGE_HEALING:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true);
            break;

        case E_SCENE_INDEX.E_STAGE_TRAINNIG:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_TRAINNING, true);
            break;

        case E_SCENE_INDEX.E_EMPLOYER:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_EMPLOYMENT, true);
            break;

        case E_SCENE_INDEX.E_INVENTORY:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_INVEN, true);
            break;

        case E_SCENE_INDEX.E_MAINSCENE_STAGE:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_STAGE, true);
            break;


        default:
            break;
        }
    }
Ejemplo n.º 2
0
    //뒤로가기 버튼 씬마다 재세팅
    public void SetBackButtonLoadScene(E_SCENE_INDEX _curSceneIndex, E_SCENE_INDEX _prevSceneIndex)
    {
        GameManager.Instance.isPrevLoad = true;

        switch (_curSceneIndex)
        {
        case E_SCENE_INDEX.E_STAGE:
            //SetUpBar 초기화
            GameManager.Instance.LoadScene(_curSceneIndex, _prevSceneIndex, true);
            break;

        case E_SCENE_INDEX.E_MERMANAGE:
            GameManager.Instance.LoadScene(_curSceneIndex, _prevSceneIndex, true);
            break;

        case E_SCENE_INDEX.E_STAGE_HEALING:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true);
            break;

        case E_SCENE_INDEX.E_STAGE_TRAINNIG:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_TRAINNING, true);
            break;

        case E_SCENE_INDEX.E_EMPLOYER:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_EMPLOYMENT, true);
            break;

        case E_SCENE_INDEX.E_INVENTORY:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_INVEN, true);
            break;

        case E_SCENE_INDEX.E_MAINSCENE_STAGE:
            mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_STAGE, true);
            break;


        default:
            break;
        }
    }
Ejemplo n.º 3
0
    //해당 씬에 대한 정보 설정
    public void UpbarChangeInfo(E_SCENE_INDEX _eSceneIndex, string _stageInfo)
    {
        //BackButton 초기화
        Back_Button.onClick.RemoveAllListeners();
        gameObject.SetActive(true);
        //StopCoroutine (mainSceneManager.fadeInOutTest.FadeInOutOnce (E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true));
        switch (_eSceneIndex)
        {
        case E_SCENE_INDEX.E_MAINSCENE_STAGE:
            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬)
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_MAINSCENE_STAGE, ePrev_SceneIndex));
            break;

        //스테이지 씬
        case E_SCENE_INDEX.E_STAGE:
            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬)
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE, ePrev_SceneIndex));
            break;

        //용병관리 씬
        case E_SCENE_INDEX.E_MERMANAGE:
            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬)
            //Back_Button.onClick.AddListener (GameManager.Instance.InitMercenaryManage);
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_MERMANAGE, ePrev_SceneIndex));
            break;

        case E_SCENE_INDEX.E_STAGE_HEALING:

            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE_HEALING, ePrev_SceneIndex));
            break;

        case E_SCENE_INDEX.E_STAGE_TRAINNIG:

            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE_TRAINNIG, ePrev_SceneIndex));
            break;

        case E_SCENE_INDEX.E_EMPLOYER:

            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_EMPLOYER, ePrev_SceneIndex));
            break;

        case E_SCENE_INDEX.E_INVENTORY:

            //이전 씬의 정보
            ePrev_SceneIndex = GameManager.Instance.prevSceneIndex;
            //현재 씬의 정보
            stageInfo_Text.text = _stageInfo;
            Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_INVENTORY, ePrev_SceneIndex));
            break;


        default:
            break;
        }
    }