public void Hide() { BETween.anchoredPosition(rtDialog.gameObject, 0.3f, new Vector3(0, -500)).method = BETweenMethod.easeOut; BETween.alpha(gameObject, 0.3f, 0.5f, 0.0f).method = BETweenMethod.easeOut; BETween.enable(gameObject, 0.01f, false).delay = 0.4f; //gameObject.SetActive(false); SceneTown.isModalShow = false; }
void _Show(ShopType type) { // if shop dialog called while new building is in creation, // delete new building if (SceneTown.buildingSelected != null) { if (!SceneTown.buildingSelected.OnceLanded) { SceneTown.instance.BuildingDelete(); } } gameObject.transform.localPosition = Vector3.zero; gameObject.SetActive(true); gameObject.GetComponent <Image>().color = new Color32(0, 0, 0, 0); SceneTown.isModalShow = true; eType = type; // delete old items of each content for (int i = 0; i < contents.Length; ++i) { for (int j = contents[i].transform.childCount - 1; j >= 0; j--) { Destroy(contents[i].transform.GetChild(j).gameObject); } } // create shop items of each contents if (eType == ShopType.Normal) { List <BuildingType> bt = new List <BuildingType>(); // fill first tab bt.Clear(); bt.Add(TBDatabase.GetBuildingType(3)); bt.Add(TBDatabase.GetBuildingType(4)); bt.Add(TBDatabase.GetBuildingType(5)); bt.Add(TBDatabase.GetBuildingType(6)); FillContents(0, "Economy", bt); // fill second tab bt.Clear(); bt.Add(TBDatabase.GetBuildingType(2)); bt.Add(TBDatabase.GetBuildingType(7)); bt.Add(TBDatabase.GetBuildingType(8)); //bt.Add (TBDatabase.GetBuildingType(9)); //bt.Add (TBDatabase.GetBuildingType(10)); FillContents(1, "Defense", bt); // fill third tab bt.Clear(); bt.Add(TBDatabase.GetBuildingbyName(name: "Hut")); bt.Add(TBDatabase.GetBuildingbyName(name: "wangtianshu")); bt.Add(TBDatabase.GetBuildingbyName(name: "apartment_mess")); bt.Add(TBDatabase.GetBuildingbyName(name: "apartment_huge")); FillContents(2, "Support", bt); BETween.anchoredPosition(rtDialog.gameObject, 0.3f, new Vector3(0, -500), new Vector3(0, 0)).method = BETweenMethod.easeOut; } else if (eType == ShopType.InApp) { FillInApp(0, "InApp"); // if shop has only one tab, then change position to hide tab BETween.anchoredPosition(rtDialog.gameObject, 0.3f, new Vector3(0, -500), new Vector3(0, -50)).method = BETweenMethod.easeOut; } else if (eType == ShopType.House) { List <BuildingType> bt = new List <BuildingType>(); // add house building bt.Clear(); bt.Add(TBDatabase.GetBuildingType(1)); FillContents(0, "House", bt); // if shop has only one tab, then change position to hide tab BETween.anchoredPosition(rtDialog.gameObject, 0.3f, new Vector3(0, -500), new Vector3(0, -50)).method = BETweenMethod.easeOut; } else { } toggleButtons[0].isOn = true; CategorySelected(0); rtDialog.anchoredPosition = new Vector3(0, -500); BETween.alpha(gameObject, 0.3f, 0, 0.5f).method = BETweenMethod.easeOut; }