示例#1
0
	public virtual void ClickArrayBtn( UIWorldBackGround.eAREAMAP_ARRAW _state )
	{
		switch( _state )
		{
		case UIWorldBackGround.eAREAMAP_ARRAW.left:
			if( -1 != iLeftIndex )
			{
				m_WorldMapDlg.CloseDlg( m_WorldMapDlg.getCurDlgState );
				m_WorldMapDlg.OpenDlg( WorldMapDlg.eDLG_STATE.AREA_DLG, iLeftIndex );
			}
			break;
			
		case UIWorldBackGround.eAREAMAP_ARRAW.right:
			if( -1 != iRightIndex )
			{
				m_WorldMapDlg.CloseDlg( m_WorldMapDlg.getCurDlgState );
				m_WorldMapDlg.OpenDlg( WorldMapDlg.eDLG_STATE.AREA_DLG, iRightIndex );
			}
			break;
			
		case UIWorldBackGround.eAREAMAP_ARRAW.up:
			if( -1 != iUpIndex )
			{
				m_WorldMapDlg.CloseDlg( m_WorldMapDlg.getCurDlgState );
				m_WorldMapDlg.OpenDlg( WorldMapDlg.eDLG_STATE.AREA_DLG, iUpIndex );
			}
			break;
			
		case UIWorldBackGround.eAREAMAP_ARRAW.down:
			if( -1 != iDownIndex )
			{
				m_WorldMapDlg.CloseDlg( m_WorldMapDlg.getCurDlgState );
				m_WorldMapDlg.OpenDlg( WorldMapDlg.eDLG_STATE.AREA_DLG, iDownIndex );
			}
			break;
		}		
	}
示例#2
0
	public void ArrayBtnMessage( UIWorldBackGround.eAREAMAP_ARRAW _state )
	{
		switch( m_eDlgState )
		{				
		case eDLG_STATE.AREA_DLG:	
			GetAreaLogic().ClickArrayBtn( _state );
			break;
			
		case eDLG_STATE.WAYPOINT_AREA_DLG:	
			GetWayPointAreaLogic().ClickArrayBtn( _state );
			break;
		}
	}
示例#3
0
	public void SetAreaMapArrawBtn( UIWorldBackGround.eAREAMAP_ARRAW _type, bool isView )
	{
		if( null == m_uiBackGround )
			return;		
		
		m_uiBackGround.SetAreaMapArrawBtn( _type, isView );
	}
示例#4
0
	private void DeleteBackground()
	{
		if( null == m_uiBackGround )
			return;
		
		GameObject.DestroyObject( m_uiBackGround.gameObject );
		m_uiBackGround = null;
	}
示例#5
0
	// Background
	
	private void CreateBackground()
	{
		if( null != m_uiBackGround )
			return;
		
		GameObject goIns = ResourceLoad.CreateGameObject( backgroundPath, transform );
		
		m_uiBackGround = goIns.GetComponent<UIWorldBackGround>();
		if( null == m_uiBackGround )
		{
			GameObject.DestroyObject(goIns);
			AsUtil.ShutDown("WorldMapDlg::CreateBackgound()[ null == UIWorldBackGround ]");
			return;
		}		
		
		goIns.transform.localPosition = new Vector3( 0f, 0f, backgroundLayout );
	}
示例#6
0
	public void SetAreaMapArrawBtn( UIWorldBackGround.eAREAMAP_ARRAW _type, bool isView)
	{
		switch( _type)
		{
		case UIWorldBackGround.eAREAMAP_ARRAW.left:
			btnLeft.gameObject.SetActiveRecursively( isView);
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.right:
			btnRight.gameObject.SetActiveRecursively( isView);
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.up:
			btnUp.gameObject.SetActiveRecursively( isView);
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.down:
			btnDown.gameObject.SetActiveRecursively( isView);
			break;
		}
	}
示例#7
0
	public virtual void ClickArrayBtn( UIWorldBackGround.eAREAMAP_ARRAW _state)
	{
		switch( _state)
		{
		case UIWorldBackGround.eAREAMAP_ARRAW.left:
			if( -1 != iLeftIndex)
			{
				CreateAreaMapAreaIndex( iLeftIndex);
				CheckArrayState();
			}
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.right:
			if( -1 != iRightIndex)
			{
				CreateAreaMapAreaIndex( iRightIndex);
				CheckArrayState();
			}
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.up:
			if( -1 != iUpIndex)
			{
				CreateAreaMapAreaIndex( iUpIndex);
				CheckArrayState();
			}
			break;
		case UIWorldBackGround.eAREAMAP_ARRAW.down:
			if( -1 != iDownIndex)
			{
				CreateAreaMapAreaIndex( iDownIndex);
				CheckArrayState();
			}
			break;
		}
		
		SetFocusZoneMap(m_iCurrentAreaIdx);
	}