public void HideAllUI() { HunterRewardUIManager.GetInstance().HideHRUI(); HunterQIManager.GetInstance().HideHQIUI(); QuestCheckManager.GetInstance().HideQCUI(); MainUIManager.GetInstance().HideMainCanvas(); QMakeUIManager.GetInstance().HideQMUI(); }
public void OnlyShowHRUI() { QMakeUIManager.GetInstance().HideQMUI(); HunterRewardUIManager.GetInstance().ShowHRUI(); HunterQIManager.GetInstance().HideHQIUI(); MainUIManager.GetInstance().ShowOrigin(); //그 인벤토리 패널 같은 거도 가려주기. QuestCheckManager.GetInstance().HideQCUI(); }
public void OnlyShowHIQUI() { QMakeUIManager.GetInstance().HideQMUI(); HunterRewardUIManager.GetInstance().HideHRUI(); HunterQIManager.GetInstance().ShowHunterInquireQuestUI(); MainUIManager.GetInstance().ShowOnlyTimePanel(); //그 인벤토리 패널 같은 거도 가려주기. QuestCheckManager.GetInstance().HideQCUI(); }
public void OnlyShowMainUIOrigin() { QMakeUIManager.GetInstance().HideQMUI(); HunterRewardUIManager.GetInstance().HideHRUI(); HunterQIManager.GetInstance().HideHQIUI(); QuestCheckManager.GetInstance().HideQCUI(); MainUIManager.GetInstance().ShowOrigin(); //대화창만 가리는 거 보여줌,. }
public void OnlyShowMainUITalk() { QMakeUIManager.GetInstance().HideQMUI(); HunterRewardUIManager.GetInstance().HideHRUI(); HunterQIManager.GetInstance().HideHQIUI(); QuestCheckManager.GetInstance().HideQCUI(); MainUIManager.GetInstance().ShowOrigin(); MainUIManager.GetInstance().ShowCharaTextPanel(); MainUIManager.GetInstance().ShowPlayerTextPanel(); }
IEnumerator DumpMotion() { QMakeUIManager.GetInstance().HideQMUI(); float time = 0f; while (time < 1f) { parchmentGameObject.transform.Translate((Vector3.back) * (Time.deltaTime * 4f), Space.World); time += Time.deltaTime; yield return(null); } CleanParchment(); StartCoroutine(UnfoldMotion()); }
IEnumerator UnfoldMotion() { QMakeUIManager.GetInstance().HideQMUI(); CleanParchment(); ParchmentPosToOrigin(); parchmentGameObject.transform.Translate(Vector3.right * 2f); float time = 0f; while (time < 1f) { parchmentGameObject.transform.Translate((Vector3.left) * (Time.deltaTime * 2f), Space.World); time += Time.deltaTime; yield return(null); } ParchmentPosToOrigin(); QMakeUIManager.GetInstance().ShowQMUI(); }
IEnumerator FoldMotion(bool onemore) { QMakeUIManager.GetInstance().HideQMUI(); ParchmentPosToOrigin(); float time = 0f; while (time < 1f) { parchmentGameObject.transform.Translate((Vector3.right) * (Time.deltaTime * 3f), Space.World); time += Time.deltaTime; yield return(null); } CleanParchment(); if (onemore) { StartCoroutine(UnfoldMotion()); } }