public void GoUI(enSceneType stFrom, enSceneType stTo) { HideAllUI(); _SceneType = enSceneType.SCENE_GAME; o_game.SetActive(true); o_game.GetComponent <UIGame>().Init(); }
public void SetSceneType(enSceneType SceneType) { if (SceneType == enSceneType.SceneTypeCount) { return; } _SceneType = SceneType; string szResource = string.Format("bg_game_{0}", (int)_SceneType); LoadImage(szResource); }
public void GoUI(enSceneType stFrom, enSceneType stTo) { HideAllUI(); _SceneType = enSceneType.SCENE_GAME; o_game.SetActive(true); if (o_loading != null) { o_loading.SetActive(true); } else { GameObject o_load = Instantiate(o_loading_Prefabs, Vector3.zero, Quaternion.Euler(new Vector3(0f, 0f, 0f))) as GameObject; o_load.transform.parent = UIManager.Instance.o_game.transform; o_load.transform.localScale = new Vector3(1f, 1f, 1f); o_loading = o_load; o_loading.SetActive(true); } o_game.GetComponent <UIGame>().Init(); }
public void GoUI(enSceneType stFrom, enSceneType stTo) { HideAllUI(); _SceneType = stTo; switch (stTo) { case enSceneType.SCENE_GAME: { o_game.SetActive(true); o_game.GetComponent <UIGame>().Init(); break; } case enSceneType.SCENE_GAME_EX: { o_game_ex.SetActive(true); o_game_ex.GetComponent <UIGameEx>().Init(); break; } } }