//Parts選択画面からCustomPartsを選択する画面に戻ります public void BackSelectCustomParts() { if (isSelectCustomParts != true) { return; } isSelectCustomParts = false; isAnimation = true; animationType = TitleAnimationType.CLOSE_PARTS_CUSTOM; }
//0~5で数値化されたcustomするパーツのどこを変更するか決めます public void SelectCustomPartsType(int num) { if (isSelectCustomParts != false) { return; } isSelectCustomParts = true; nowSelectCustomPartsNum = num; PartsType.SetActive(true); isAnimation = true; animationType = TitleAnimationType.OPEN_PARTS_CUSTOM; }
void Start() { for (int i = 0; i < 6; ++i) { selectCustomPartsNum[i] = 0; } SetWeaponStatus(); animationType = TitleAnimationType.NONE; customBarSize = customParts.transform.localScale; customParts.transform.localScale = new Vector3(customBarSize.x, 0, customBarSize.z); partsBarSize = PartsType.transform.localScale; PartsType.transform.localScale = new Vector3(partsBarSize.x, 0, partsBarSize.z); }
//銃のタイプを設定 public void SetWeaponType(int num) { selectWeaponType = num; foreach (var ui in weaponButton) { ui.SetActive(false); } isShowCustomParts = true; customParts.SetActive(true); titleText.SetActive(false); SetWeaponStatus(); isAnimation = true; animationType = TitleAnimationType.OPEN_SELECT_CUSTOM; }
//武器選択に戻ります public void BackSelectWeaponType() { isShowCustomParts = false; isAnimation = true; animationType = TitleAnimationType.CLOSE_SELECT_CUSTOM; for (int i = 0; i < 6; ++i) { selectCustomPartsNum[i] = 0; } isAnimation = true; animationType = TitleAnimationType.CLOSE_SELECT_CUSTOM; titleText.SetActive(true); foreach (var ui in weaponButton) { ui.SetActive(true); } }