/// <summary> 显示并刷新特定类别的UI </summary> private void ShowUI(GameUIType gameUIType) { switch (gameUIType) { case GameUIType.Fight: fightP.gameObject.SetActive(true); //TODO break; case GameUIType.Team: teamP.gameObject.SetActive(true); InitMemberUI(); break; case GameUIType.Factory: factoryP.gameObject.SetActive(true); //TODO break; case GameUIType.Setting: settingP.gameObject.SetActive(true); //TODO break; default: break; } }
public void Change(GameUIType type) { var oldUI = this.GetUI(this.currentUIType); var oldType = this.currentUIType; var newUI = this.GetUI(type); oldUI.SetActive(false); newUI.SetActive(true); this.currentUIType = type; UniRxEvent.GlobalBroker.Publish(ChangedUI.Get(type, newUI, oldType, oldUI)); }
public GameObject GetUI(GameUIType type) { switch (type) { case GameUIType.Expedition: return(this.expeditionUI); case GameUIType.Craft: return(this.craftUI); default: Assert.IsTrue(false, string.Format("未対応の値です {0}", type)); return(null); } }
/// <summary> 关闭特定类别的UI </summary> private void CloseUI(GameUIType gameUIType) { switch (gameUIType) { case GameUIType.Fight: fightP.gameObject.SetActive(false); break; case GameUIType.Team: teamP.gameObject.SetActive(false); break; case GameUIType.Factory: factoryP.gameObject.SetActive(false); break; case GameUIType.Setting: settingP.gameObject.SetActive(false); break; default: break; } }
/// <summary> 点击了按钮 切换UI类别 </summary> private void OnClick_UIType(GameUIType gameUIType) { CloseUI(uiType); uiType = gameUIType; ShowUI(uiType); }