// private void SetStageBtns(bool tween = true) { if (bm == null) { bm = FindObjectOfType <ButtonManager>(true); bm.SetPanel(currentDifficulty); } // { // 0 : locked, 1 : unlock Effect, 2 : unlocked, 3 : clear for (int i = 0; i < bm.stagePanels.Count; ++i) { // Child[0] : Panel_DifficultyText, Child[1] : STAGE Transform stage = bm.stagePanels[i].GetChild(1); // Activate first stage StageButton first = stage.GetChild(1).GetComponentInChildren <StageButton>(); first.Activate(false); // stageBtn children order : 0(inf), 1(first), 2 ~ 6 for (int j = 0; j < stage.childCount; ++j) { int btnState = saveData.stageBtnState[i][j]; StageButton sb = stage.GetChild(j).GetComponentInChildren <StageButton>(); if (tween == false) { // call by SceneChange switch (btnState) { case 0: // locked case 1: // unlock Effect break; case 2: // unlocked case 3: // clear sb.Activate(false); break; } } else { // call by Clear Sequence switch (btnState) { case 0: // locked break; case 1: // unlock Effect sb.Activate(true); saveData.stageBtnState[i][j] = 2; Save(); break; case 2: // unlocked case 3: // clear break; } } } } } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); // StageButton btn = (StageButton)target; // if (GUILayout.Button("Activate")) { btn.Activate(); } if (GUILayout.Button("DeActivate")) { btn.DeActivate(); } }