91 lines
3.0 KiB
C#
91 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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public class NewGameUI : MonoBehaviourSingletonTemplate<NewGameUI>
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{
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public GameObject[] gos; // 0 공용 ui, 1 로비 ui들, 2 인게임 ui들, 3 농장 ui들
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public Transform tf_HUD;
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public GuideQuestUI m_GuideQuestUI;
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public MapChoiceUI m_MapChoiceUI;
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public BangchiUI m_BangchiUI;
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public PCUI m_PCUI;
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public EquipmentUI m_EquipmentUI;
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public SkillUI m_SkillUI;
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public PetUI m_PetUI;
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public CollectionUI m_CollectionUI;
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public BattleUI m_BattleUI;
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public IngamePetCard[] arr_PetCard;
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public GameObject go_quickmenu;
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public BotMenuBase[] FarmMenu;
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private void Start()
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{
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//ServerInfo.Ins.Check_OfflineReward();
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m_GuideQuestUI.Set();
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InGameInfo.Ins.Load_Map(1);
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var cameraData = Camera.main.GetUniversalAdditionalCameraData();
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cameraData.cameraStack.Add(go_Camera.GetComponent<Camera>());
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}
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#if UNITY_EDITOR
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private void Update()
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{
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if (Input.GetKey(KeyCode.P))
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UnityEditor.EditorApplication.isPaused = !UnityEditor.EditorApplication.isPaused;
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}
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#endif
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public void SetUI_byGameMode(eGameMode gameMode, bool farm = false)
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{
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if (farm) gameMode = eGameMode.Stage;
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switch (gameMode)
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{
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case eGameMode.Lobby:
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DSUtil.InActivateGameObjects(gos, 0);
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gos[1].SetActive(true);
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break;
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case eGameMode.Stage:
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DSUtil.InActivateGameObjects(gos, 0);
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gos[2].SetActive(true);
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break;
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case eGameMode.MyFarm:
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DSUtil.InActivateGameObjects(gos, 3);
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break;
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}
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}
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public TextMeshProUGUI text_joysticktype;
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public void OnClick_Button(GameObject go)
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{
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switch (go.name)
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{
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case "btn_quick": go_quickmenu.SetActive(!go_quickmenu.activeInHierarchy); break;
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case "btn_map": m_MapChoiceUI.Set(); break;
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case "btn_setting": OptionInfo.Ins.Set(); break;
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case "btn_pcinfo": m_PCUI.Set(); break;
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case "btn_equipment": m_EquipmentUI.Set(); break;
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case "btn_skill": m_SkillUI.Set(); break;
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case "btn_pet": m_PetUI.Set(); break;
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case "btn_collection": m_CollectionUI.Set(); break;
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case "btn_farm": InGameInfo.Ins.Load_Map(2); break;
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case "btn_btn_plantingseed": break;
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case "btn_warehouse": break;
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case "btn_farmer": break;
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case "btn_shop": break;
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case "btn_gofarm": break; // 농장 돌아다니기
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case "btn_exit":
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if (!DSUtil.CheckNull(FarmFarmUI.Ins) && FarmFarmUI.Ins.isActiveAndEnabled)
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FarmFarmUI.Ins.ReturnToFarm();
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else
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InGameInfo.Ins.Return_To_Lobby();
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break;
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}
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}
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public void OnClick_FarmButton(int index) { FarmMenu[index].Set(); }
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} |