示例#1
0
 private void SetUIState(GameManager.state state)
 {
     titlePanal.gameObject.SetActive(state == GameManager.state.Title);
     playPanal.gameObject.SetActive(state == GameManager.state.Play);
     clearPanal.gameObject.SetActive(state == GameManager.state.Clear);
     gameOverPanal.gameObject.SetActive(state == GameManager.state.GameOver);
 }
示例#2
0
    public void SetUICanvas(GameManager.state state)
    {
        foreach (var canvas in canvasList)
        {
            canvas.SetActive(false);
        }

        switch (state) // 스테이트마다 따로 ui로 보여줘야 할 것들 수정해야 함
        {
        case GameManager.state.Title:
            canvasList[0].SetActive(true);
            break;

        case GameManager.state.Ready:
            SetUIHealthbar(false);
            canvasList[1].SetActive(true);
            canvasList[1].GetComponent <GameCanvas>().SetReadyPanel(true);
            break;

        case GameManager.state.Run:
            SetUIHealthbar(true);
            canvasList[1].SetActive(true);
            canvasList[1].GetComponent <GameCanvas>().SetReadyPanel(false);
            break;

        case GameManager.state.MiniReady:
            break;

        case GameManager.state.MiniStart:
            break;

        case GameManager.state.Win:
            canvasList[3].SetActive(true);
            break;

        case GameManager.state.Lose:
            canvasList[3].SetActive(true);
            break;

        default:
            break;
        }
    }
示例#3
0
    public void SetMiniUICanvas(GameManager.state state, int index)
    {
        foreach (var canvas in canvasList)
        {
            canvas.SetActive(false);
        }

        switch (state)
        {
        case GameManager.state.MiniReady:
            SetUIHealthbar(false);
            switch (index)
            {
            case 2:
                canvasList[2].SetActive(true);
                canvasList[2].GetComponent <GameCanvas>().SetReadyPanel(true);
                break;

            case 3:
                canvasList[3].SetActive(true);
                canvasList[3].GetComponent <GameCanvas>().SetReadyPanel(true);
                break;

            case 4:
                canvasList[4].SetActive(true);
                canvasList[4].GetComponent <GameCanvas>().SetReadyPanel(true);
                break;

            default:
                break;
            }
            break;

        case GameManager.state.MiniStart:
            SetUIHealthbar(true);
            switch (index)
            {
            case 2:
                canvasList[2].SetActive(true);
                canvasList[2].GetComponent <GameCanvas>().SetReadyPanel(false);
                break;

            case 3:
                canvasList[3].SetActive(true);
                canvasList[3].GetComponent <GameCanvas>().SetReadyPanel(false);
                break;

            case 4:
                canvasList[4].SetActive(true);
                canvasList[4].GetComponent <GameCanvas>().SetReadyPanel(false);
                break;

            default:
                break;
            }
            break;

        case GameManager.state.MiniEnd:
            break;

        default:
            break;
        }
    }