public override void Hide() { base.Hide(); CameraManager.instance.mainCamera.gameObject.SetActive(true); //List<NetData._ItemData> itemList = NetData.instance.GetUserInfo().GetTypeItemList(eItemType.USE); //for (int i = 0; i < itemList.Count; i++) //{ // if (!itemList[i].IsNewItem) // continue; // itemList[i].IsNewItem = false;//나갈때 다 꺼져 //} SceneManager.instance.SetAlram(AlramIconType.CATEGORY, false); if (ReOpenPanel != null) { ReOpenPanel.Show(ReOpenPanel.GetParams()); } else { Debug.LogWarning("ReOpenPanel is Null"); UIMgr.OpenTown(); } }
public override void Hide() { base.Hide(); if (reOpenPanel != null) { reOpenPanel.Show(reOpenPanel.GetParams()); } else { UIMgr.OpenDungeonPanel(); } }
/// <summary> /// 뒤로가기 시 발생할 이벤트 /// </summary> //public override void Hide() public override void Hide() { CameraManager.instance.mainCamera.gameObject.SetActive(true); byte state = StagePopup.OnClosePopup(); if (state == 0)//팝업 객체가 꺼져있다면 종료. 아니면 무시 시킨다. { base.Hide(); if (reOpenPanel != null) { reOpenPanel.Show(reOpenPanel.GetParams()); } else { UIMgr.OpenTown(); } } else if (state == 1) { SetArrow(); } }
public override void Close() { CameraManager.instance.mainCamera.gameObject.SetActive(true); base.Close(); //타운패널을 제외하고 호출됬을경우 종료했을때 다시 호출해 줘야함 if (BasePanel != null) { //마계의탑은 정보를 받아와야하므로 따로호출해줘야함 if (BasePanel.ToString().Contains("Tower")) { UIMgr.OpenTowerPanel(); } else { BasePanel.Show(BasePanel.GetParams()); } } else { UIMgr.OpenTown(); } }