public WindowUI LoadWindow(int windowId, WindowType windowType, string title = "", bool combineEnabled = false, bool closeEnabled = false, bool backEnabled = false, bool nextEnabled = false, bool okEnabled = false, int npcId = 0, int unknown = 0, int unknown2 = 0) { if (GetWindowUI(windowId) != null) { return(null); } WindowUI windowObject = null; switch (windowType) { case WindowType.OptionsBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "OptionsBar"); break; case WindowType.InventoryWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Inventory"); break; case WindowType.SpellsWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Spells"); break; case WindowType.CommandBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "CommandBar"); break; case WindowType.BuffBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "BuffBar"); break; case WindowType.FpsBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "FPS"); break; case WindowType.HealthBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "HealthBar"); break; case WindowType.ManaBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "ManaBar"); break; case WindowType.SpiritBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "SpiritBar"); break; case WindowType.ExperienceBar: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "ExperienceBar"); break; case WindowType.CharacterWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Character"); break; case WindowType.ChatWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Chat"); break; case WindowType.VendorWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Vendor"); break; case WindowType.PartyWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Party"); break; case WindowType.Combine2: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Combine2"); break; case WindowType.Combine4: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Combine4"); break; case WindowType.Combine6: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Combine6"); break; case WindowType.Combine8: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Combine8"); break; case WindowType.Combine10: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Combine10"); break; case WindowType.QuestWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Quest"); break; case WindowType.LargeQuestWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "LargeQuest"); break; case WindowType.TextWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "TextWindow"); break; case WindowType.DiscardButton: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "DiscardButton"); break; case WindowType.LetterWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Letter"); break; case WindowType.TradeWindow: windowObject = Resources.Load <WindowUI>("Prefabs" + SLASH + "Trade"); break; } if (windowObject != null) { WindowUI window = Instantiate(windowObject, Vector3.zero, Quaternion.identity); window.SetWindowId(windowId); window.SetTitle(title); window.AddButtons(combineEnabled, closeEnabled, backEnabled, nextEnabled, okEnabled); window.SetNPCId(npcId); window.SetUnknownId(unknown); window.SetUnknown2Id(unknown2); window.gameObject.name = windowId.ToString(); window.gameObject.tag = "Window"; window.gameObject.SetActive(false); m_state.AddWindowToHierarchy(window); m_state.LoadWindow(windowId, windowType, window); return(window); } return(null); }