public AsyncOperation ChangeState(eUIState state) { switch (state) { case eUIState.Login: ResourceRequest operation = UILoader.LoadUIAsync(eUIPrefab.Login); operation.completed += onUILoadDone; return(operation); } return(null); }
public void ActiveUI(eUIState state) { mFieldUI.SetActive(state == eUIState.UIState_Field); mBattleUI.SetActive(state == eUIState.UIState_Battle); if (state == eUIState.UIState_Battle) { BattleUI_Control bcUI = mBattleUI.GetComponent<BattleUI_Control> (); if (bcUI != null) { bcUI.DestroyAllHPGauge (); } } }
// Update is called once per frame void Update() { Canvas.ForceUpdateCanvases(); //switch on enum //enable / disable elements of ui & manage UI anims //clear ui to base state if (currUIState == eUIState.BASE) { if (Input.GetKeyDown(KeyCode.Escape)) { currUIState = eUIState.PAUSEMENU; stateSwitch(); } } else if (currUIState == eUIState.PAUSEMENU) { if (Input.GetKeyDown(KeyCode.Escape)) { currUIState = eUIState.BASE; stateSwitch(); } } else if (currUIState == eUIState.ENDGAME) { //turn on the buttons after the animation is finished if (timer == 0) { timer = 6; } if (timer != 0) { timer -= Time.deltaTime; } if (timer < 0) { foreach (GameObject Button in EndButtons) { Button.SetActive(true); } } } }