Пример #1
0
 public void Push_Select_Finish_Button()
 {
     UnitSetWindow.SetActive(false);
     button_showhide.gameObject.SetActive(false);
     foreach (GameObject tmp in unitsetlist)
     {
         Destroy(tmp);
     }
     state = CharaSetupStatus.FIN;
 }
Пример #2
0
    // 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;
            }
        }
    }