public void SetStatus(eSceneStatus status) { switch (status) { case eSceneStatus.TITLE: break; case eSceneStatus.TUTORIAL: break; case eSceneStatus.PLAY: break; case eSceneStatus.INVENTORY: GUIInventory inventory = m_listScene[(int)eSceneStatus.INVENTORY].GetComponent<GUIInventory>(); inventory. SetInventory(GameManager.GetInstance().m_cPlayer); break; case eSceneStatus.BAG: GUIBag bag = m_listScene[(int)eSceneStatus.BAG].GetComponent<GUIBag>(); bag.SetBag(GameManager.GetInstance().m_cPlayer); break; case eSceneStatus.EQUIPMENT: break; case eSceneStatus.COMBINATE: GUIBag bag1 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUIBag>(); bag1.SetBag(GameManager.GetInstance().m_cPlayer); GUINPCBag bag2 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUINPCBag>(); bag2.SetNPCBag(GameManager.GetInstance().m_cNPC); GUINPCInventory NPCInventory2 = m_listScene[(int)eSceneStatus.COMBINATE].GetComponent<GUINPCInventory>(); NPCInventory2.SetInventory(GameManager.GetInstance().m_cNPC); break; case eSceneStatus.MENU: break; } ShowScene(status); m_eCurrentStatus = status; }
public void ShowScene(eSceneStatus status) { for (eSceneStatus e = 0; e < eSceneStatus.MAX; e++) { if (status == e) m_listScene[(int)e].SetActive(true); else m_listScene[(int)e].SetActive(false); } }
public void SetStatus(eSceneStatus status) { switch (status) { case eSceneStatus.TITLE: break; case eSceneStatus.GAMEOVER: break; case eSceneStatus.THEEND: break; case eSceneStatus.INVENTORY: GUIInventory inventory = m_listScene[(int)eSceneStatus.INVENTORY].GetComponent <GUIInventory>(); inventory.SetInventory(GameManager.GetInstance().m_cPlayer); break; case eSceneStatus.STATUS: break; case eSceneStatus.SHOP: break; case eSceneStatus.BUY: GUINPCInventory NPCInventory = m_listScene[(int)eSceneStatus.BUY].GetComponent <GUINPCInventory>(); NPCInventory.SetInventory(GameManager.GetInstance().m_cNPC); break; case eSceneStatus.SELL: GUIBag bag1 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUIBag>(); bag1.SetBag(GameManager.GetInstance().m_cPlayer); GUINPCBag bag2 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUINPCBag>(); bag2.SetNPCBag(GameManager.GetInstance().m_cNPC); GUINPCInventory NPCInventory2 = m_listScene[(int)eSceneStatus.SELL].GetComponent <GUINPCInventory>(); NPCInventory2.SetInventory(GameManager.GetInstance().m_cNPC); break; case eSceneStatus.PLAY: break; case eSceneStatus.BAG: GUIBag bag = m_listScene[(int)eSceneStatus.BAG].GetComponent <GUIBag>(); bag.SetBag(GameManager.GetInstance().m_cPlayer); break; } ShowScene(status); m_eCurrentStatus = status; }
eSceneStatus m_eCurrentStatus;//현재상태 public void SetStatus(eSceneStatus status) { switch (status) { case eSceneStatus.TITLE: break; case eSceneStatus.PLAY: break; case eSceneStatus.GHOST: break; case eSceneStatus.OPTION: break; } ShowScene(status); m_eCurrentStatus = status; }
public void ShowScene(eSceneStatus scenestaus) { UpdataStatus(); }
//상태에 따른 GUI 만들기 public GameObject GetScene(eSceneStatus scenestaus) { return(m_listScenes[(int)scenestaus]); }
public void SetStatus(eSceneStatus status) { m_eCurStatus = status; }
public GameObject GetScene(eSceneStatus status) { return m_listScene[(int)status]; }