//武器選択のウィンドウを隠す public void Click_Back_Button(bool Change) { AudioManager.Instance.PlaySe(0); Equip_Changing = false; Debug.Log("Change"); GameObject Weapon_Box = GameObject.Find(WeaponBoxPrefabName); Weapon_Choice_Manager _Manager = Weapon_Box.GetComponent <Weapon_Choice_Manager>(); if (Change) { Debug.Log("変更は保存されます"); GameObject Parent = GameObject.Find("Weapon_List/Select_Weapon_List" + ActiveBoxNum + ""); //リストの更新 for (int i = 1; i < 4; i++) { AnimalAndWeaponList[ActiveBoxNum - 1, i] = _Manager._ActiveBoxWeaponAfter[i - 1]; Debug.Log(AnimalAndWeaponList[ActiveBoxNum - 1, i]); switch (AnimalAndWeaponList[ActiveBoxNum - 1, i]) { case 0: _sprite = Weapon_Box.GetComponent <Weapon_Choice_Manager>().Weapon1_Sword; break; case 1: _sprite = Weapon_Box.GetComponent <Weapon_Choice_Manager>().Weapon2_Shield; break; case 2: _sprite = Weapon_Box.GetComponent <Weapon_Choice_Manager>().Weapon3_Arrow; break; case 3: _sprite = Weapon_Box.GetComponent <Weapon_Choice_Manager>().Weapon4_Axe; break; default: break; } Parent.transform.GetChild(i).GetChild(0).GetComponent <Image>().sprite = _sprite; } } else { Debug.Log("変更は保存されません"); //表示を戻す _Manager.CancelMove(); } StartCoroutine(WindowMove(1, true)); }
//武器選択のウィンドウを出す private void Equip_Change(int BoxNum) { if (!Equip_Changing && WindowStationary) { AudioManager.Instance.PlaySe(0); Equip_Changing = true; //Debug.Log("Change"); //Box内武器を予め選択状態にする為の準備 ActiveBoxNum = BoxNum; string str = ""; for (int i = 0; i < 3; i++) { ActiveBoxWeaponBefore[i] = AnimalAndWeaponList[ActiveBoxNum - 1, i + 1]; str = str + ActiveBoxWeaponBefore[i] + ", "; } //**/Debug.Log(str); GameObject _Canvas = GameObject.Find("Canvas"); //武器リスト(Prefabから持ってくる) GameObject Weapon_Box = Instantiate(WeaponListPrefab) as GameObject; Weapon_Box.name = WeaponBoxPrefabName; Weapon_Box.transform.SetParent(GameObject.Find("WeaponSelectWindows2").transform); var RectTransform_1 = Weapon_Box.GetComponent <RectTransform>(); RectTransform_1.localScale = new Vector3(1, 1, 1); Vector2 ResetPos_1 = new Vector3(-300, -150, 0); RectTransform_1.anchoredPosition3D = ResetPos_1; StartCoroutine(WindowMove(-1)); //武器リストを選択済みにする処理を渡す Weapon_Choice_Manager _Manager = Weapon_Box.GetComponent <Weapon_Choice_Manager>(); _Manager.AlreadySelected(); } else { Debug.Log("NotChange"); } }