private void _SetUnlockButton(Button btn, RES_GAME_ENTRANCE_TYPE entryType, bool bEnable) { RES_SPECIALFUNCUNLOCK_TYPE type = CUICommonSystem.EntryTypeToUnlockType(entryType); if (Singleton <CFunctionUnlockSys> .instance.FucIsUnlock(type) && bEnable) { CUICommonSystem.SetButtonEnableWithShader(btn, true, true); btn.GetComponent <CUIEventScript>().m_onClickEventParams.tag = (int)entryType; } else { CUICommonSystem.SetButtonEnableWithShader(btn, false, true); } }
private void InitSysBtn(Button btn, RES_GAME_ENTRANCE_TYPE entryType, GameObject txtObj, GameObject coinTextObj) { RES_SPECIALFUNCUNLOCK_TYPE type = CUICommonSystem.EntryTypeToUnlockType(entryType); if (Singleton <CFunctionUnlockSys> .get_instance().FucIsUnlock(type)) { txtObj.CustomSetActive(false); coinTextObj.CustomSetActive(true); CUICommonSystem.SetButtonEnableWithShader(btn, true, true); btn.GetComponent <CUIEventScript>().m_onClickEventParams.tag = entryType; } else { txtObj.CustomSetActive(true); coinTextObj.CustomSetActive(false); CUICommonSystem.SetButtonEnableWithShader(btn, false, true); } }