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; } }
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; } }
public void SetAreaMapArrawBtn( UIWorldBackGround.eAREAMAP_ARRAW _type, bool isView ) { if( null == m_uiBackGround ) return; m_uiBackGround.SetAreaMapArrawBtn( _type, isView ); }
private void DeleteBackground() { if( null == m_uiBackGround ) return; GameObject.DestroyObject( m_uiBackGround.gameObject ); m_uiBackGround = null; }
// 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 ); }
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; } }
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); }