Exemple #1
0
 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);
        }
Exemple #3
0
 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();
 }
Exemple #4
0
        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;
            }
            }
        }