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); }
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; } }
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; } }