コード例 #1
0
ファイル: EditMode2DR.cs プロジェクト: argul/tri_battle
    public void StartEditCanvas()
    {
        UnityExtension.SetActive(true, editCanvas.gameObject);
        UnityExtension.SetActiveBatch(false, editTraits.gameObject, editMatch.gameObject, editOperation.gameObject);

        ResetCanvas();
    }
コード例 #2
0
ファイル: EditMode2DR.cs プロジェクト: argul/tri_battle
    public void StartEditOperationRules()
    {
        UnityExtension.SetActive(true, editOperation.gameObject);
        UnityExtension.SetActiveBatch(false, editTraits.gameObject, editMatch.gameObject, editCanvas.gameObject);

        operationRuleIndex = 0;
        SyncOperationRuleState();
    }
コード例 #3
0
ファイル: EditModeUI.cs プロジェクト: argul/tri_battle
    public void OnEditModeChanged(int idx)
    {
        switch (idx)
        {
        case 0:
        {
            UnityExtension.SetActive(true, editCanvasUIRoot);
            UnityExtension.SetActiveBatch(false, editTraitUIRoot, editMatchRuleUIRoot, editOperationRuleUIRoot);
            mode.StartEditCanvas();
        }
        break;

        case 1:
        {
            UnityExtension.SetActive(true, editTraitUIRoot);
            UnityExtension.SetActiveBatch(false, editCanvasUIRoot, editMatchRuleUIRoot, editOperationRuleUIRoot);
            mode.StartEditTraits();
        }
        break;

        case 2:
        {
            UnityExtension.SetActive(true, editMatchRuleUIRoot);
            UnityExtension.SetActiveBatch(false, editTraitUIRoot, editCanvasUIRoot, editOperationRuleUIRoot);
            mode.StartEditMatchRules();
            SyncMatchRuleUI();
        }
        break;

        case 3:
        {
            UnityExtension.SetActive(true, editOperationRuleUIRoot);
            UnityExtension.SetActiveBatch(false, editTraitUIRoot, editMatchRuleUIRoot, editCanvasUIRoot);
            mode.StartEditOperationRules();
            SyncOperationRuleUI();
        }
        break;

        default:
            throw new System.NotSupportedException();
        }
    }
コード例 #4
0
ファイル: EditMode2DR.cs プロジェクト: argul/tri_battle
 public void StartEditTraits()
 {
     UnityExtension.SetActive(true, editTraits.gameObject);
     UnityExtension.SetActiveBatch(false, editCanvas.gameObject, editMatch.gameObject, editOperation.gameObject);
     editTraits.LoadData(Game.globalEdit.editingScheme.slotConfig.Traits);
 }