コード例 #1
0
    //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));
    }
コード例 #2
0
    //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");
        }
    }