private void GiveUpOnClick() { ConfirmUI.Open("確定要放棄嗎?\n放棄後會直接回到村莊。", "確定", "取消", () => { BattleController.Instance.GiveUp(); }, null); }
private void CloseOnClick() { if (ItemManager.Instance.CurrentBagVolume > ItemManager.Instance.MaxBagVolume) { ConfirmUI.Open("背包已滿!請選擇要丟棄的道具。", "確定", null); } else { Close(); } }
public void Interactive(Vector2Int position) { if (_mapInfo.TreasureDic.ContainsKey(position)) { ItemManager.Instance.AddItem(_mapInfo.TreasureDic[position].ItemList, ItemManager.Type.Bag); TilePainter.Instance.Clear(1, position); ItemConfirmUI.Open(_mapInfo.TreasureDic[position].ItemList); _mapInfo.TreasureDic.Remove(position); _pathFindList.Add(position); if (ItemManager.Instance.BagIsFull()) { ConfirmUI.Open("背包已滿!請選擇要丟棄的道具。", "確定", () => { BagUI.Open(ItemManager.Type.Bag); }); } SetInteractive(Vector2Int.RoundToInt(_player.transform.position)); } else if (_mapInfo.DoorList.Contains(position)) { if (ItemManager.Instance.UseKey()) { TilePainter.Instance.Clear(1, position); _mapInfo.DoorList.Remove(position); _pathFindList.Add(position); SetVisibleRange(false); ExploreUI.Instance.RefreshLittleMap(Vector2Int.RoundToInt(_player.transform.position), _mapInfo.ExploredList, _mapInfo.ExploredWallList); } else { ConfirmUI.Open("需要一把鑰匙將鎖打開。", "確定", null); } SetInteractive(Vector2Int.RoundToInt(_player.transform.position)); } else if (_mapInfo.ExploreEventDic.ContainsKey(position)) { _player.Stop(); EventUI.Open(_mapInfo.ExploreEventDic[position], (isDonothing) => { _player.UnlockStop(); ContinueEnemy(); if (!isDonothing) { TilePainter.Instance.Clear(1, position); _mapInfo.ExploreEventDic.Remove(position); _pathFindList.Add(position); } SetInteractive(Vector2Int.RoundToInt(_player.transform.position)); }); } }
private void BagIconOnClick(object obj) { Item item = (Item)obj; if (item.ID == 0) //如果道具為緊急逃脫裝置,則不得移除,因為它是必備的道具 { ConfirmUI.Open("必需攜帶緊急逃脫裝置。", "確定", null); } else { ItemManager.Instance.AddItem(item, 1, ItemManager.Type.Warehouse); ItemManager.Instance.MinusItem(item, 1, ItemManager.Type.Bag); Refresh(); } }
private void MapOnClick(object obj) { if (obj != null) { DungeonGroupData.RootObject group = (DungeonGroupData.RootObject)obj; List <DungeonData.RootObject> floorList = DungeonData.GetFloorList(group.ID, ExploreController.Instance.ArriveFloor); FloorScrollView.SetData(new ArrayList(floorList)); FloorScrollView.gameObject.SetActive(true); //GroupScrollView.gameObject.SetActive(false); MapGroup.SetActive(false); GroupLabel.text = group.Name; } else { ConfirmUI.Open("敬請期待!", "確定", null); } }
private void ConfirmOnClick() { if (ItemManager.Instance.BagIsFull()) { ConfirmUI.Open("背包已滿!請選擇要丟棄的道具。", "確定", () => { BagUI.Open(ItemManager.Type.Bag); }); } else { if (_callback != null) { _callback(); } } }
private void NewOnClick() { if (ProgressManager.Instance.Memo.FirstFlag) //已完成新手教學 { ConfirmUI.Open("請問你確定要重新開始遊戲嗎?", "確定", "取消", () => { GameSystem.Instance.ClearMemo(); GameSystem.Instance.InitManager(); gameObject.SetActive(false); Plot_1 plot_1 = new Plot_1(); plot_1.Start(); }, null); } else { gameObject.SetActive(false); Plot_1 plot_1 = new Plot_1(); plot_1.Start(); } }