/// <summary> /// 進化画面更新 /// </summary> public void updateEvolveStatus(bool bRenew = false, bool bMaterialReset = false) { if (bRenew) { //ユニットリスト作成 makeUnitList(); //ウインドウ閉じる m_ExpandWindow.Close(true); m_UnitGrid.changeGridWindowSize(false, (m_ExpandWindow != null) ? m_ExpandWindow.ViewHeightSize : 0); //パネルを消す m_UnitBGPanel.IsViewPanel = false; //ソートボタン有効化 m_UnitGrid.IsActiveSortButton = true; //確認OFF m_Validate = false; } m_BaseUnit = UserDataAdmin.Instance.SearchChara(MainMenuParam.m_EvolveBaseUnitUniqueId); if (m_BaseUnit != null) { m_BaseCharaMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)m_BaseUnit.id); //進化前アイコン m_UnitBGPanel.setupBaseUnit(m_BaseCharaMaster, m_BaseUnit); m_CharaEvol = MasterDataUtil.GetCharaEvolParamFromCharaID(m_BaseUnit.id); m_AfterCharaMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)m_CharaEvol.unit_id_after); //進化後アイコン m_UnitBGPanel.setupEvolveUnit(m_AfterCharaMaster, m_BaseUnit); //進化後名前 m_UnitStatusPanel.setup(m_AfterCharaMaster, m_BaseUnit); //素材設定 { //素材表示ON UnityUtil.SetObjectEnabledOnce(m_UnitMaterialPanel.gameObject, true); m_UnitMaterialPanel.MaterialList.Clear(); m_UnitMaterialPanel.ObjectList.Clear(); m_UnitMaterialPanel.PanelColor = Color.clear; int _materialCount = 0; //進化素材情報設定 if (m_CharaEvol.unit_id_parts1 != 0) { m_UnitMaterialPanel.addItem(_materialCount++, m_CharaEvol.unit_id_parts1, SelectMaterialUnit, true); } if (m_CharaEvol.unit_id_parts2 != 0) { m_UnitMaterialPanel.addItem(_materialCount++, m_CharaEvol.unit_id_parts2, SelectMaterialUnit, true); } if (m_CharaEvol.unit_id_parts3 != 0) { m_UnitMaterialPanel.addItem(_materialCount++, m_CharaEvol.unit_id_parts3, SelectMaterialUnit, true); } StartCoroutine(WaitSetMaterial()); } //ボタン関連ON m_UnitBGPanel.IsViewExecButton = true; m_UnitBGPanel.IsViewReturnButton = true; m_UnitBGPanel.ExecButtonImage = m_ConfirmSprite; m_UnitBGPanel.IsActiveExecButton = IsEvolveStart(); MainMenuHeader.UnderMsgRequest(GameTextUtil.GetText("un82p_description")); } else { //表示リセット m_UnitBGPanel.Money = 0; m_UnitBGPanel.resetBaseUnit(); m_UnitBGPanel.resetEvolveUnit(); m_UnitStatusPanel.reset(); m_UnitMaterialPanel.MaterialList.Clear(); // m_AfterCharaMaster = null; if (m_CharaEvol != null) { UnitIconImageProvider.Instance.Reset(m_CharaEvol.unit_id_parts1); UnitIconImageProvider.Instance.Reset(m_CharaEvol.unit_id_parts2); UnitIconImageProvider.Instance.Reset(m_CharaEvol.unit_id_parts3); m_CharaEvol = null; } //ボタン関連OFF m_UnitBGPanel.IsViewExecButton = false; m_UnitBGPanel.IsViewReturnButton = false; if (bMaterialReset) { UnityUtil.SetObjectEnabledOnce(m_UnitMaterialPanel.gameObject, false); } else { StartCoroutine(WaitClearMaterial()); } //ベース選択リスト更新 updateBaseUnitList(); } }
/// <summary> /// 進化画面更新 /// </summary> public void updateEvolveStatus(bool bRenew = false) { if (bRenew) { //ユニットリスト作成 makeUnitList(); //ウインドウ閉じる m_ExpandWindow.Close(true); m_UnitGrid.changeGridWindowSize(false, (m_ExpandWindow != null) ? m_ExpandWindow.ViewHeightSize : 0); //パネルを消す m_UnitBGPanel.IsViewPanel = false; //ソートボタン有効化 m_UnitGrid.IsActiveSortButton = true; //確認OFF m_Validate = false; } if (m_UnitListCount <= 0) { if (m_MaxDialog == null) { m_MaxDialog = Dialog.Create(DialogType.DialogOK); m_MaxDialog.SetDialogTextFromTextkey(DialogTextType.Title, "error_reject_common_title"); m_MaxDialog.SetDialogTextFromTextkey(DialogTextType.MainText, "unit_list_Unowned"); m_MaxDialog.SetDialogTextFromTextkey(DialogTextType.OKText, "common_button1"); m_MaxDialog.SetDialogEvent(DialogButtonEventType.OK, () => { MainMenuManager.Instance.AddSwitchRequest(MAINMENU_SEQ.SEQ_HOME_MENU, false, false); }); m_MaxDialog.DisableCancelButton(); m_MaxDialog.Show(); } } m_BaseUnit = UserDataAdmin.Instance.SearchChara(MainMenuParam.m_EvolveBaseUnitUniqueId); if (m_BaseUnit != null) { m_BaseCharaMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)m_BaseUnit.id); //進化前アイコン m_UnitBGPanel.setupBaseUnit(m_BaseCharaMaster, m_BaseUnit); m_CharaEvol = MasterDataUtil.GetCharaEvolParamFromCharaID(m_BaseUnit.id); m_AfterCharaMaster = MasterFinder <MasterDataParamChara> .Instance.Find((int)m_CharaEvol.unit_id_after); //進化後アイコン m_UnitBGPanel.setupEvolveUnit(m_AfterCharaMaster, m_BaseUnit); //進化後名前 m_UnitStatusPanel.setup(m_AfterCharaMaster, m_BaseUnit); //ボタン関連ON m_UnitBGPanel.IsViewExecButton = true; m_UnitBGPanel.IsViewReturnButton = true; m_UnitBGPanel.ExecButtonImage = m_ConfirmSprite; m_UnitBGPanel.IsActiveExecButton = IsEvolveStart(); //ベース選択後リスト更新 updateBaseUnitAfterList(); SetupBlendAfterStatus(); } else { //表示リセット m_UnitBGPanel.Point = 0; m_UnitBGPanel.resetBaseUnit(); m_UnitBGPanel.resetEvolveUnit(); m_UnitStatusPanel.reset(); //ボタン関連OFF m_UnitBGPanel.IsViewExecButton = false; m_UnitBGPanel.IsViewReturnButton = false; //ベース選択リスト更新 updateBaseUnitList(); } }