public void SwitchPhase(int phase) { ReleaseFocus(); phaseArr[currentPhase - 1].SetActive(false); phaseArr[phase - 1].SetActive(true); //GameObject.Find("Phase"+currentPhase).SetActive(false); //GameObject.Find("Phase"+phase).SetActive(true); currentPhase = phase; holds.SwitchPhase(phase); }
public void SwitchPhase(int phase) { ReleaseFocus(); /* * for(int i = 0 ; i < phaseArr.Length ; i++){ * if (i == phase-1){ * phaseArr[i].SetActive(true); * }else{ * phaseArr[i].SetActive(false); * } * }*/ if (phase == (int)Observer.Phase.HOLD_EDIT) { phaseArr[(int)Observer.Phase.HOLD_EDIT].SetActive(true); phase1.SwitchSubMenu((int)Phase1.TYPE.DEFAULT); } else { phaseArr[(int)Observer.Phase.HOLD_EDIT].SetActive(false); } if (phase == (int)Observer.Phase.SCENE_EDIT) { phaseArr[(int)Observer.Phase.SCENE_EDIT].SetActive(true); threeDModel.ChangeMode((int)ThreeDModel.Mode.WINDOW); } else { phaseArr[(int)Observer.Phase.SCENE_EDIT].SetActive(false); threeDModel.ChangeMode((int)ThreeDModel.Mode.DEFAULT); } //GameObject.Find("Phase"+currentPhase).SetActive(false); //GameObject.Find("Phase"+phase).SetActive(true); currentPhase = phase; holds.SwitchPhase(phase); }