public override void onClickBackToMainMenu(GameObject go) { if (reinforcePanel.gameObject.activeSelf) { reinforcePanel.hide(); return; } if (composePanel.gameObject.activeSelf) { composePanel.hide(); return; } if (sellPanel.gameObject.activeSelf) { sellPanel.hide(); return; } foreach (KeyValuePair <string, GameIDData> kv in GameDataManager.instance.skillInventory) { kv.Value.isNew = false; } UILobby.setHasNewSkillRune(false); base.onClickBackToMainMenu(go); TutorialManager.uiTutorial.tutorialEndCircleEffect.hide(); }
void settingNewInvenItem(List <GameIDData> targetList, GameIDData.Type invenType) { bool hasNewItem = false; foreach (GameIDData gd in targetList) { // 이전 목록에 있고 그 녀석이 new 였다면. if (_invenPrevItemChecker.ContainsKey(gd.serverId) && _invenPrevItemChecker[gd.serverId] > 0) { if (_invenNewItemChecker[gd.serverId] > 0) { gd.isNew = true; hasNewItem = true; } --_invenPrevItemChecker[gd.serverId]; --_invenNewItemChecker[gd.serverId]; } // 이전 목록에 없으면 무조건 new. else { gd.isNew = true; hasNewItem = true; } } _invenPrevItemChecker.Clear(); _invenNewItemChecker.Clear(); switch (invenType) { case GameIDData.Type.Equip: UILobby.setHasNewEquipRune(hasNewItem); break; case GameIDData.Type.Skill: UILobby.setHasNewSkillRune(hasNewItem); break; case GameIDData.Type.Unit: UILobby.setHasNewUnitRune(hasNewItem); break; } }