void Show(DictionaryTapType tab = DictionaryTapType.Battle, DicionaryState state = DicionaryState.Default) { if (coroutineShow != null) { return; } // SortHeroList(); if (tab == DictionaryTapType.Battle) { battleScrollViewContent.gameObject.SetActive(true); territoryScrollViewContent.gameObject.SetActive(false); } else { battleScrollViewContent.gameObject.SetActive(false); territoryScrollViewContent.gameObject.SetActive(true); } //for (int i = 0; i < heroSlotContainerList.Count; i++) //{ // if(heroSlotContainerList[i].heroInvenID == HeroManager.heroDataList[i].heroID) // { // heroSlotContainerList[i].GetComponentInChildren<UIHeroSlot>().heroImage.color = new Color(255, 255, 255); // } //} coroutineShow = StartCoroutine(ShowA(tab, state)); }
public void OnValueChangedToggleListType() { if (battleToggle.isOn) { tabType = DictionaryTapType.Battle; } else if (territoryToggle.isOn) { tabType = DictionaryTapType.Territory; } }
IEnumerator Start() { isInitialized = false; while (!SceneLobby.Instance) { yield return(null); } SceneLobby.Instance.OnChangedMenu += OnChangedMenu; //tabType = DictionaryTapType.Battle; while (!DictionaryManager.isInitialized) { yield return(null); } yield return(StartCoroutine(DictionaryManager.Instance.InitDictionaryLevelData())); List <HeroBaseData> heroList = DictionaryManager.heroBaseDataDic.Values.ToList(); for (int i = 0; i < heroList.Count; i++) { string id = heroList[i].id; Transform parent = id.EndsWith("_Hero") ? battleScrollViewContent.transform : territoryScrollViewContent.transform; GameObject go = Instantiate(heroSlotPrefab, parent) as GameObject; go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; UIDictionarySlot heroSlot = go.GetComponent <UIDictionarySlot>(); heroSlot.id = heroList[i].id; heroSlot.SlotDataInit(heroList[i].id, DicionaryState.Default); heroSlotDic.Add(heroSlot.id, heroSlot); heroSlotList.Add(heroSlot); continue; } yield return(StartCoroutine(SortHeroListA())); tabType = DictionaryTapType.Battle; SizeControl(); isInitialized = true; }
IEnumerator ShowA(DictionaryTapType tab, DicionaryState state) { //인벤토리 열릴시 NewCheck해제 //onCheckNewHeroEarned(); SizeControl(); //canvas.enabled = false; canvas.gameObject.SetActive(true); for (int i = 0; i < heroSlotList.Count; i++) { heroSlotList[i].state = state; } battleScrollRect.gameObject.SetActive(tab == DictionaryTapType.Battle); territoryScrollRect.gameObject.SetActive(tab == DictionaryTapType.Territory); yield return(null); if (tab == DictionaryTapType.Battle) { battleScrollRect.normalizedPosition = new Vector2(battleScrollRect.normalizedPosition.x, 1f); } else if (tab == DictionaryTapType.Territory) { territoryScrollRect.normalizedPosition = new Vector2(territoryScrollRect.normalizedPosition.x, 1f); } battleScrollRect.GetComponent <CanvasRenderer>().SetAlpha(1f); territoryScrollRect.GetComponent <CanvasRenderer>().SetAlpha(1f); canvas.enabled = true; coroutineShow = null; yield break; }