public void OnChangedCanvasNaviga(CanvasNavigation oldCanvas) { //Set current canvas to hide OnDrawCanvasNaviga(oldCanvas, false); //Set next canvas to show OnDrawCanvasNaviga(m_canvasNaviga, true); }
private void OnDrawCanvasNaviga(CanvasNavigation to, bool enable) { switch (to) { case CanvasNavigation.unitList: unitListScroll.SetActive(false); NavigaTo(CanvasNavigation.customUnit); break; unitListScroll.SetActive(enable); if (enable) { CanvasUnit.SetActive(true); titleText.text = "Select a unit"; moneyText.text = "$" + PlayerManager.instance.playerCurrentTurn.playerMoney; Color playerUIColor = PlayerManager.instance.playerCurrentTurn.playerUIColor; customUIColorCanvas.color = playerUIColor; foreach (Image i in imageUICanvasColor) { i.color = playerUIColor; } } break; case CanvasNavigation.customUnit: customUnitCreate.SetActive(enable); if (enable) { CanvasUnit.SetActive(true); titleText.text = "Create a unit"; moneyText.text = "$" + PlayerManager.instance.playerCurrentTurn.playerMoney; customUIColorCreateCanvas.color = PlayerManager.instance.playerCurrentTurn.playerUIColor; } break; case CanvasNavigation.none: if (enable) { CanvasUnit.SetActive(false); GameControl.instance.camControl.CameraCurrentControl = CameraController.CameraControlEnum.mapControl; } break; } }
public void NavigaTo(CanvasNavigation to) { canvasNaviga = to; }