public void Push_Select_Finish_Button() { UnitSetWindow.SetActive(false); button_showhide.gameObject.SetActive(false); foreach (GameObject tmp in unitsetlist) { Destroy(tmp); } state = CharaSetupStatus.FIN; }
// Update is called once per frame void Update() { if (BattleVal.status == STATUS.SETUP) { switch (state) { case CharaSetupStatus.INIT: DrawTile(); DrawUnitList(); state = CharaSetupStatus.SET; break; case CharaSetupStatus.SET: UpdatePartyUnitNum(); textUnitSortie.text = string.Format("出撃ユニット:{0}/{1}", partyunitnum, maxpartyunitnum); break; case CharaSetupStatus.MOVE: textUnitChange.gameObject.SetActive(true); button_showhide.gameObject.SetActive(false); UnitSetWindow.SetActive(false); SetChangeTile(); state = CharaSetupStatus.MOVEDO; break; case CharaSetupStatus.MOVEDO: break; case CharaSetupStatus.MOVEEND: textUnitChange.gameObject.SetActive(false); button_showhide.gameObject.SetActive(true); HideShowUnitList(false); DeleteChangeTile(); state = CharaSetupStatus.SET; break; case CharaSetupStatus.FIN: BattleVal.status = STATUS.TURNCHANGE; state = CharaSetupStatus.INIT; break; } } }