public void SetUpHomeButton(E_SCENE_INDEX _curSceneIndex) { GameManager.Instance.InitUpbar(); switch (_curSceneIndex) { case E_SCENE_INDEX.E_STAGE: //SetUpBar 초기화 GameManager.Instance.LoadScene(E_SCENE_INDEX.E_MENU, E_SCENE_INDEX.E_NONE, false); break; case E_SCENE_INDEX.E_MERMANAGE: GameManager.Instance.LoadScene(E_SCENE_INDEX.E_MENU, E_SCENE_INDEX.E_NONE, false); break; case E_SCENE_INDEX.E_STAGE_HEALING: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true); break; case E_SCENE_INDEX.E_STAGE_TRAINNIG: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_TRAINNING, true); break; case E_SCENE_INDEX.E_EMPLOYER: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_EMPLOYMENT, true); break; case E_SCENE_INDEX.E_INVENTORY: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_INVEN, true); break; case E_SCENE_INDEX.E_MAINSCENE_STAGE: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_STAGE, true); break; default: break; } }
//뒤로가기 버튼 씬마다 재세팅 public void SetBackButtonLoadScene(E_SCENE_INDEX _curSceneIndex, E_SCENE_INDEX _prevSceneIndex) { GameManager.Instance.isPrevLoad = true; switch (_curSceneIndex) { case E_SCENE_INDEX.E_STAGE: //SetUpBar 초기화 GameManager.Instance.LoadScene(_curSceneIndex, _prevSceneIndex, true); break; case E_SCENE_INDEX.E_MERMANAGE: GameManager.Instance.LoadScene(_curSceneIndex, _prevSceneIndex, true); break; case E_SCENE_INDEX.E_STAGE_HEALING: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true); break; case E_SCENE_INDEX.E_STAGE_TRAINNIG: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_TRAINNING, true); break; case E_SCENE_INDEX.E_EMPLOYER: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_EMPLOYMENT, true); break; case E_SCENE_INDEX.E_INVENTORY: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_INVEN, true); break; case E_SCENE_INDEX.E_MAINSCENE_STAGE: mainMenuSceneManager.ActivePanelBack(E_ACTIVEBUTTON.E_ACTIVEBUTTON_STAGE, true); break; default: break; } }
//해당 씬에 대한 정보 설정 public void UpbarChangeInfo(E_SCENE_INDEX _eSceneIndex, string _stageInfo) { //BackButton 초기화 Back_Button.onClick.RemoveAllListeners(); gameObject.SetActive(true); //StopCoroutine (mainSceneManager.fadeInOutTest.FadeInOutOnce (E_ACTIVEBUTTON.E_ACTIVEBUTTON_HEALING, true)); switch (_eSceneIndex) { case E_SCENE_INDEX.E_MAINSCENE_STAGE: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬) Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_MAINSCENE_STAGE, ePrev_SceneIndex)); break; //스테이지 씬 case E_SCENE_INDEX.E_STAGE: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬) Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE, ePrev_SceneIndex)); break; //용병관리 씬 case E_SCENE_INDEX.E_MERMANAGE: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; //셋팅되는 씬을 입력해야됨 (해당씬, 이전씬) //Back_Button.onClick.AddListener (GameManager.Instance.InitMercenaryManage); Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_MERMANAGE, ePrev_SceneIndex)); break; case E_SCENE_INDEX.E_STAGE_HEALING: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE_HEALING, ePrev_SceneIndex)); break; case E_SCENE_INDEX.E_STAGE_TRAINNIG: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_STAGE_TRAINNIG, ePrev_SceneIndex)); break; case E_SCENE_INDEX.E_EMPLOYER: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_EMPLOYER, ePrev_SceneIndex)); break; case E_SCENE_INDEX.E_INVENTORY: //이전 씬의 정보 ePrev_SceneIndex = GameManager.Instance.prevSceneIndex; //현재 씬의 정보 stageInfo_Text.text = _stageInfo; Back_Button.onClick.AddListener(() => SetBackButtonLoadScene(E_SCENE_INDEX.E_INVENTORY, ePrev_SceneIndex)); break; default: break; } }