public void SetUp() { StartBattle_Button = transform.GetChild(0).GetComponent <Button> (); RepeatBattle_Button = transform.GetChild(1).GetComponent <Button> (); StartBattle_Button.onClick.AddListener(StartBattle_Click); All_Characters_Toggle = transform.GetChild(2).GetComponent <Toggle> (); Commander_Characters_Toggle = transform.GetChild(3).GetComponent <Toggle> (); Close_Characters_Toggle = transform.GetChild(4).GetComponent <Toggle> (); Range_Characters_Toggle = transform.GetChild(5).GetComponent <Toggle> (); Favorite_Characters_Toggle = transform.GetChild(6).GetComponent <Toggle> (); All_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_TOTAL))); Commander_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_COMMANDER))); Close_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_MELEE))); Range_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_RANGE))); Favorite_Characters_Toggle.onValueChanged.AddListener((x) => SetCharacterSlot(((int)E_PREPAREBATTLE_CHARCTERTYPE.E_PREPAREBATTLE_CHARCTERTYPE_FAVORITE))); Level_Sort_Button = transform.GetChild(9).GetChild(0).GetComponent <Button> (); Tier_Sort_Button = transform.GetChild(9).GetChild(1).GetComponent <Button> (); Enhance_Sort_Button = transform.GetChild(9).GetChild(2).GetComponent <Button> (); Information_Button = transform.GetChild(9).GetChild(3).GetComponent <Button> (); Level_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_LEVEL_SORT); }); Tier_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_TIER_SORT); }); Enhance_Sort_Button.onClick.AddListener(delegate(){ SortCharacterType((int)E_SORT_TYPE.E_ENHANCE_SORT); }); stageInfoPanel = InfoGameObject.GetComponent <StageInfoPanel> (); stageInfoPanel.Init(this); //상세정보창 클릭 등록 Information_Button.onClick.AddListener(InformationButton); player = GameManager.Instance.GetPlayer(); for (int nIndex = 0; nIndex < player.TEST_MY_HERO.Count; nIndex++) { CharacterStats item = player.TEST_MY_HERO [nIndex]; item.m_nBatchIndex = -1; GameObject obj = Instantiate(prepareCharicObject); obj.transform.SetParent(contentsPanel, false); obj.transform.localScale = Vector3.one; PrepareCharacter sampleButton = obj.GetComponent <PrepareCharacter> (); sampleButton.SetUp(this, item); list_all_Character.Add(sampleButton); } RemoveIcon(); }
public void Init() { read_Batch_Charic = null; ChangeSpriteToDispatchingImage(false); }
public void E_SWITCH(E_SLOT_STATE _State) { eSlot_State = _State; switch (_State) { case E_SLOT_STATE.E_BATCH: { characterSlot = (mDispatchPanel.read_Batch_Charic == null) ? characterSlot : mDispatchPanel.read_Batch_Charic; mDispatchPanel.IsCheckCompare(m_nIndex); characterSlot.charicData.m_nBatchIndex = m_nIndex; characterSlot.IsBatch(true); CharacterBox_Image.sprite = ObjectCashing.Instance.LoadSpriteFromCache("UI/BoxImages/Character/" + characterSlot.charicData.m_sImage); CharacterDispatchCancel_Image.gameObject.SetActive(false); mDispatchPanel.Init(); } break; case E_SLOT_STATE.E_BATCH_READY: { } break; case E_SLOT_STATE.E_CANCLE: { mDispatchPanel.IsDifferentCheckCancel(m_nIndex); mDispatchPanel.read_Batch_Charic = characterSlot; characterSlot.Active(true); CharacterBox_Image.sprite = ObjectCashing.Instance.LoadSpriteFromCache("UI/BoxImages/Character/" + characterSlot.charicData.m_sImage); CharacterDispatchCancel_Image.gameObject.SetActive(true); mDispatchPanel.ChangeSpriteToDispatchingImage(true); } break; case E_SLOT_STATE.E_NONE: { characterSlot.charicData.m_nBatchIndex = -1; characterSlot.IsBatch(false); characterSlot.Active(false); CharacterDispatchCancel_Image.gameObject.SetActive(false); characterSlot = null; mDispatchPanel.Init(); } break; } }