Пример #1
0
 //특정 패널을 제외하고 모든 탭 비활성화
 public void ExceptSpecificPanelAllDeActive(E_INVENTORY _inventoryType)
 {
     for (int nTogglePanelIndex = 0; nTogglePanelIndex < nInventoryTotalCount; nTogglePanelIndex++)
     {
         if (nTogglePanelIndex == (int)_inventoryType)
         {
             inventoryEachTopPanels[nTogglePanelIndex].gameObject.SetActive(true);
         }
         else
         {
             inventoryEachTopPanels[nTogglePanelIndex].gameObject.SetActive(false);
         }
     }
 }
Пример #2
0
 public void Init(int _type)
 {
     ContentsPanels   = this.gameObject.transform.GetChild(1).transform.GetChild(0).gameObject;
     curInventoryType = (E_INVENTORY)_type;
 }
Пример #3
0
    //각각의 패널 활성화
    public override void ActivePanel <T>(T _chapterIndex)
    {
        //중복 호출 방지
        if (nToggleCount == 1)
        {
            nToggleCount = 0;
            return;
        }

        var eType = Enum.Parse(typeof(E_INVENTORY), _chapterIndex.ToString());

        nToggleCount++;

        switch ((E_INVENTORY)eType)
        {
        case E_INVENTORY.E_INVENTORY_TOTAL:


            curInventoryType = E_INVENTORY.E_INVENTORY_TOTAL;

            Debug.Log("Active TotalItem Panel!!");
            ExceptSpecificPanelAllDeActive(curInventoryType);
            if (inventoryTotalItem.bIsInit == true)
            {
                inventoryTotalItem.ContentsListInit();
            }
            //탭을 할때 첫번째 아이템을 무조건적으로 오른쪽에 보여준다.

            break;

        case E_INVENTORY.E_INVENTORY_WEAPON:


            curInventoryType = E_INVENTORY.E_INVENTORY_WEAPON;

            Debug.Log("Active Weapon Panel!!");
            ExceptSpecificPanelAllDeActive(curInventoryType);
            if (inventoryWeapon.bIsInit == true)
            {
                inventoryWeapon.ContentsListInit();
            }
            else
            {
                inventoryWeapon.Init();
            }



            break;

        case E_INVENTORY.E_INVENTORY_ARMOR:

            curInventoryType = E_INVENTORY.E_INVENTORY_ARMOR;

            Debug.Log("Active Armor Panel!!");
            ExceptSpecificPanelAllDeActive(curInventoryType);

            if (inventoryArmor.bIsInit == true)
            {
                inventoryArmor.ContentsListInit();
            }
            else
            {
                inventoryArmor.Init();
            }

            break;

        case E_INVENTORY.E_INVENTORY_ACCESSORY:

            curInventoryType = E_INVENTORY.E_INVENTORY_ACCESSORY;

            Debug.Log("Active Accessory Panel!!");
            ExceptSpecificPanelAllDeActive(curInventoryType);
            if (inventoryAccessroy.bIsInit == true)
            {
                inventoryAccessroy.ContentsListInit();
            }
            else
            {
                inventoryAccessroy.Init();
            }

            break;

        case E_INVENTORY.E_INVENTORY_INGREDIENT:

            curInventoryType = E_INVENTORY.E_INVENTORY_INGREDIENT;

            Debug.Log("Active Ingredient Panel!!");
            ExceptSpecificPanelAllDeActive(curInventoryType);
            if (inventoryIngredient.bIsInit == true)
            {
                inventoryIngredient.ContentsListInit();
            }
            else
            {
                inventoryIngredient.Init();
            }

            break;

        default:
            break;
        }
    }