void Continue() { UI_Tools.Instance.HideUI(eUIType.PF_UI_TOBOSS); GameObject go = UI_Tools.Instance.ShowUI(eUIType.PF_UI_STAGESELECT); UI_StageSelect stageSelect = go.GetComponent <UI_StageSelect>(); stageSelect.Init(); }
void Start() { EventDelegate.Add(ExchangeBtn.onClick, () => { //bool selCompleted = false; print("Exchange Button is OK."); //int listCount = itemList.Count; //이렇게 하지 않으면 리스트가 지워지면서 최대값도 줄어들기 때문! equipItemInstance = itemList[itemList.Count - 1]; if (ItemManager.Instance.DIC_EQUIP.ContainsKey(eSlotType.SLOT_1)) { equipedSlot1 = true; } switch (selItem) { case eSelectItem.SELECT1: ItemManager.Instance.EquipItem(equipItemInstance, eSlotType.SLOT_1); equipedSlot1 = true; //selCompleted = true; break; case eSelectItem.SELECT2: if (equipedSlot1 == true) { ItemManager.Instance.EquipItem(equipItemInstance, eSlotType.SLOT_2); //selCompleted = true; } else { //equipItemInstance.SLOT_TYPE = eSlotType.SLOT_1; //1슬롯에 넣는다. ItemManager.Instance.EquipItem(equipItemInstance, eSlotType.SLOT_1); equipedSlot1 = true; //selCompleted = true; } break; default: break; } itemList.Clear(); gameObject.SetActive(false); //if (selCompleted == true) //{ // itemList.Clear(); // gameObject.SetActive(false); //} Time.timeScale = 1.0f; GameObject go = UI_Tools.Instance.ShowUI(eUIType.PF_UI_STAGESELECT); UI_StageSelect stageSelect = go.GetComponent <UI_StageSelect>(); stageSelect.Init(); } ); EventDelegate.Add(PassBtn.onClick, () => { print("Pass Button is OK."); itemList.Clear(); gameObject.SetActive(false); Time.timeScale = 1.0f; GameObject go = UI_Tools.Instance.ShowUI(eUIType.PF_UI_STAGESELECT); UI_StageSelect stageSelect = go.GetComponent <UI_StageSelect>(); stageSelect.Init(); } ); EventDelegate.Add(slot1.onChange, () => { if (slot1.value == true) { borderOfCurItem1Tex.alpha = 1f; borderOfCurItem2Tex.alpha = 0f; selItem = eSelectItem.SELECT1; } } ); EventDelegate.Add(slot2.onChange, () => { if (slot2.value == true) { borderOfCurItem2Tex.alpha = 1f; borderOfCurItem1Tex.alpha = 0f; selItem = eSelectItem.SELECT2; } } ); }