public void Select(TypeShop type) { SelectHand[0].gameObject.SetActive(false); SelectHead[0].gameObject.SetActive(false); SelectLeg[0].gameObject.SetActive(false); switch (type) { case TypeShop.Shop_Hand: SelectHand[0].gameObject.SetActive(true); break; case TypeShop.Shop_Head: SelectHead[0].gameObject.SetActive(true); break; case TypeShop.Shop_Leg: SelectLeg[0].gameObject.SetActive(true); break; } }
public void UnclockBuy(int i, TypeShop type) { switch (type) { case TypeShop.Shop_Hand: ShopCtrl.Ins.Item_Hands[i].isBuy = false; ShopCtrl.Ins.Item_Hands[i].LoadStatusItem(); break; case TypeShop.Shop_Leg: ShopCtrl.Ins.Item_Legs[i].isBuy = false; ShopCtrl.Ins.Item_Legs[i].LoadStatusItem(); break; case TypeShop.Shop_Head: ShopCtrl.Ins.Item_Heads[i].isBuy = false; ShopCtrl.Ins.Item_Heads[i].LoadStatusItem(); break; } }
public void OpenShop(TypeShop type) { Select(type); foreach (Windown w in Shops) { if (type == w.type) { w.Open(); } else { w.Close(); } } }
public bool isBuy(int i, TypeShop type) { switch (type) { case TypeShop.Shop_Hand: if (ShopCtrl.Ins.Item_Hands[i].isBuy) { return(true); } else { return(false); } break; case TypeShop.Shop_Leg: if (ShopCtrl.Ins.Item_Legs[i].isBuy) { return(true); } else { return(false); } break; case TypeShop.Shop_Head: if (ShopCtrl.Ins.Item_Heads[i].isBuy) { return(true); } else { return(false); } break; } return(false); }
public SkinSave(TypeShop typeSkin, int rSkin) { this.typeSkin = typeSkin; this.rSkin = rSkin; }