/// <summary> /// Hide a specific UI Element /// </summary> /// <param name="UIElement">UIELEMENTS: Enum representing the desired element</param> /// <remarks> /// Remove the element from the queue, then hide it. /// </remarks> private void HideUIElement(UIELEMENTS UIElement) { switch (UIElement) { case UIELEMENTS.MainMenu: RemoveElementFromQueue(mainMenu); mainMenu.SetActive(false); break; case UIELEMENTS.MainUI: break; case UIELEMENTS.NewGameUI: RemoveElementFromQueue(newGameUI); newGameUI.SetActive(false); break; case UIELEMENTS.LoadGameUI: RemoveElementFromQueue(loadGameUI); loadGameUI.SetActive(false); break; case UIELEMENTS.DockingPrompt: RemoveElementFromQueue(dockingPrompt); dockingPrompt.SetActive(false); break; case UIELEMENTS.StationMenu: RemoveElementFromQueue(stationMenu); stationMenu.SetActive(false); break; case UIELEMENTS.ShopMenu: RemoveElementFromQueue(shopMenu); shopMenu.SetActive(false); break; case UIELEMENTS.ShipyardMenu: RemoveElementFromQueue(shipyardMenu); shipyardMenu.SetActive(false); break; case UIELEMENTS.BarMenu: RemoveElementFromQueue(barMenu); barMenu.SetActive(false); break; case UIELEMENTS.JumpgateTollMenu: RemoveElementFromQueue(jumpgateTollMenu); jumpgateTollMenu.SetActive(false); break; case UIELEMENTS.ConversationUI: RemoveElementFromQueue(conversationUI); conversationUI.SetActive(false); break; case UIELEMENTS.LoadingUI: RemoveElementFromQueue(loadingUI); loadingUI.SetActive(false); break; default: break; } }
/// <summary> /// Hide a specific UI element /// </summary> /// <param name="UIElement">UIELEMENTS: Enum representing the desired element</param> public void HideUI(UIELEMENTS UIElement) { HideUIElement(UIElement); }
/// <summary> /// Display a specific UI element /// </summary> /// <param name="UIElement">UIELEMENTS: Enum representing the desired element</param> /// <remarks> /// Check the queue for the element, and if it's not there, add it. Then set the panel's /// visibility to TRUE. /// </remarks> private void ShowUIIndividual(UIELEMENTS UIElement) { switch (UIElement) { case UIELEMENTS.MainMenu: if (!CheckQueueForElement(mainMenu)) { AddElementToQueue(mainMenu); } mainMenu.SetActive(true); break; case UIELEMENTS.MainUI: //if (!CheckQueueForElement(mainUI)) { AddElementToQueue(mainUI); } mainUI.SetActive(true); break; case UIELEMENTS.NewGameUI: if (!CheckQueueForElement(newGameUI)) { AddElementToQueue(newGameUI); } newGameUI.SetActive(true); break; case UIELEMENTS.LoadGameUI: if (!CheckQueueForElement(loadGameUI)) { AddElementToQueue(loadGameUI); } loadGameUI.SetActive(true); break; case UIELEMENTS.DockingPrompt: if (!CheckQueueForElement(dockingPrompt)) { AddElementToQueue(dockingPrompt); } dockingPrompt.SetActive(true); break; case UIELEMENTS.StationMenu: if (!CheckQueueForElement(stationMenu)) { AddElementToQueue(stationMenu); } stationMenu.SetActive(true); break; case UIELEMENTS.ShopMenu: if (!CheckQueueForElement(shopMenu)) { AddElementToQueue(shopMenu); } shopMenu.SetActive(true); break; case UIELEMENTS.ShipyardMenu: if (!CheckQueueForElement(shipyardMenu)) { AddElementToQueue(shipyardMenu); } shipyardMenu.SetActive(true); break; case UIELEMENTS.BarMenu: if (!CheckQueueForElement(barMenu)) { AddElementToQueue(barMenu); } barMenu.SetActive(true); break; case UIELEMENTS.JumpgateTollMenu: //if (!CheckQueueForElement(jumpgateTollMenu)) { AddElementToQueue(jumpgateTollMenu); } jumpgateTollMenu.SetActive(true); break; case UIELEMENTS.ConversationUI: //if (!CheckQueueForElement(conversationUI)) { AddElementToQueue(conversationUI); } conversationUI.SetActive(true); break; case UIELEMENTS.LoadingUI: //if (!CheckQueueForElement(conversationUI)) { AddElementToQueue(conversationUI); } loadingUI.SetActive(true); break; default: break; } }
/// <summary> /// Display the element identified by the ENUM /// </summary> /// <param name="UIElement">UIELEMENTS: An enum value</param> public void ShowUI(UIELEMENTS UIElement) { ShowUIIndividual(UIElement); }