/// <summary> /// Panel 開/關狀態 /// </summary> /// <param name="panelNo">Panel編號</param> private void PanelSwitch() { PanelState panelState = dictPanelRefs[_panelName]; // 取得目前Panel狀態 if (panelState.obj != null) { if (!panelState.obj.activeSelf) // 如果Panel是關閉狀態 { if (_lastPanel != null) { _lastPanel.SetActive(false); } panelState.obj.SetActive(true); panelState.obj.transform.GetChild(0).SendMessage("OnLoading"); panelState.onOff = !panelState.onOff; _lastPanel = panelState.obj; EventMaskSwitch.Switch(panelState.obj); EventMaskSwitch.lastPanel = panelState.obj; } // 如果Panel已開啟 else { panelState.obj.SetActive(false); panelState.onOff = !panelState.onOff; Camera.main.GetComponent <UICamera>().eventReceiverMask = (int)Global.UILayer.Default; } } else { Debug.LogError("PanelNo is unknow!"); } }
public void OnBuyClick(GameObject myPanel) { myPanel.SetActive(false); infoGroupsArea[5].SetActive(true); BuyWindowsInit(); LoadBuyCountInfo(_lastItem, infoGroupsArea[5].transform); EventMaskSwitch.Switch(infoGroupsArea[5]); }
void OnMessage() { Debug.Log("HERER"); Debug.Log(messageBox.name); messagePanel.SetActive(true); messageBox.GetComponentInChildren <UILabel>().text = "Complete !"; EventMaskSwitch.Switch(messagePanel); }
private void InstantiatePanel() //實體化Panel現在是正確的,有時間可以重新啟用 很多用編輯器拉進去的Panel都要修改到陣列 { PanelState panelState = new PanelState(); GameObject bundle = assetLoader.GetAsset(_panelName); panelState.obj = insObj.Instantiate(bundle, Panel[_panelNo].transform, _panelName, Vector3.zero, Vector3.one, Vector3.zero, -1); panelState.obj = panelState.obj.transform.parent.gameObject; panelState.obj.layer = Panel[_panelNo].layer; dictPanelRefs.Add(_panelName, panelState); EventMaskSwitch.Switch(panelState.obj); }
public void OnClosed(GameObject obj) { EventMaskSwitch.lastPanel = null; GameObject root = obj.transform.parent.parent.gameObject; _tmpTab.SetActive(false); infoGroupsArea[2].SetActive(true); _tmpTab = infoGroupsArea[2]; GameObject.FindGameObjectWithTag("GM").GetComponent <PanelManager>().LoadPanel(obj.transform.parent.gameObject); EventMaskSwitch.Switch(root); }
public void OnItemClick(GameObject obj) { int itemType = int.Parse(obj.GetComponent <Item>().storeInfo[(int)StoreProperty.ItemType]); _lastItem = obj; buyingGoodsData[0] = obj.GetComponent <Item>().storeInfo[(int)StoreProperty.ItemID]; buyingGoodsData[1] = obj.GetComponent <Item>().storeInfo[(int)StoreProperty.ItemName]; buyingGoodsData[2] = obj.GetComponent <Item>().storeInfo[(int)StoreProperty.ItemType]; LoadProperty loadProperty = new LoadProperty(); loadProperty.LoadMiceProperty(obj, infoGroupsArea[4].transform.GetChild(0).gameObject, 0); loadProperty.LoadPrice(obj, infoGroupsArea[4].transform.GetChild(0).gameObject, itemType); _bLoadedActor = LoadActor(obj, infoGroupsArea[4].transform.GetChild(0).GetChild(0), actorScale); // 錯誤 暫時道具沒有動畫物件 infoGroupsArea[4].SetActive(true); EventMaskSwitch.Switch(infoGroupsArea[4]); }
public void OnClosed() { EventMaskSwitch.openedPanel.SetActive(false); EventMaskSwitch.Switch(EventMaskSwitch.lastPanel); }
public void OnReturn(GameObject obj) { EventMaskSwitch.openedPanel.SetActive(false); EventMaskSwitch.Switch(obj); }