示例#1
0
    //Button Interaction
    public void OnClickManageBtn(int Type)
    {
        if (GameManager.Inst().UiManager.GetIsMoveDown())
        {
            return;
        }

        GameManager.Inst().IptManager.SetIsAbleControl(false);
        gameObject.SetActive(true);

        CurrentPlayerNum = Type;
        WeaponScroll.SetCurrentCharacter(CurrentPlayerNum);
        WeaponScroll.IsOpen = true;

        if (!GameManager.Inst().UiManager.GetIsMoveUp())
        {
            GameManager.Inst().UiManager.SetTimer(0.0f);
        }
        GameManager.Inst().UiManager.SetIsMoveUp(true);

        Weapon.gameObject.SetActive(true);
        BuySW.gameObject.SetActive(false);
        Weapon.SetColorSelected(GameManager.Inst().ShtManager.GetColorSelection(Type));

        for (int i = 0; i < 5; i++)
        {
            Arrows.transform.GetChild(i).gameObject.SetActive(false);
        }

        Arrows.transform.GetChild(Type).gameObject.SetActive(true);

        switch (CurrentPlayerNum)
        {
        case 2:
            GameManager.Inst().UiManager.CurrentBulletType = GameManager.Inst().Player.GetBulletType();
            break;

        case 0:
        case 1:
        case 3:
        case 4:
            if (CurrentPlayerNum > 1)
            {
                GameManager.Inst().UiManager.CurrentBulletType = GameManager.Inst().GetSubweapons(
                    CurrentPlayerNum - 1).GetBulletType();
            }
            else
            {
                GameManager.Inst().UiManager.CurrentBulletType = GameManager.Inst().GetSubweapons(
                    CurrentPlayerNum).GetBulletType();
            }
            break;
        }

        for (int i = 0; i < Constants.MAXBULLETS; i++)
        {
            Slots[i].Show(i);
        }

        ShowEquipBtn(GameManager.Inst().UiManager.CurrentBulletType);
        SetBulletSelected();

        WeaponScroll.MoveToSelected(GameManager.Inst().UiManager.CurrentBulletType);

        GameManager.Inst().Player.ShowEquipUI();
        for (int i = 0; i < Constants.MAXSUBWEAPON; i++)
        {
            if (GameManager.Inst().GetSubweapons(i) != null)
            {
                GameManager.Inst().GetSubweapons(i).ShowEquipUI();
            }
        }

        GameManager.Inst().StgManager.UnlockBullet(GameManager.Inst().DatManager.GameData.ReachedStage);

        BackBtn.SetActive(true);

        if (SceneManager.GetActiveScene().name == "Stage0" && GameManager.Inst().Tutorials.Step == 4)
        {
            GameManager.Inst().Tutorials.Step++;
        }
    }