Commit 7d6bae5f authored by 16홍선우's avatar 16홍선우

All tabs enabled

parent ad2c8473
This diff is collapsed.
......@@ -4,50 +4,115 @@ using UnityEngine;
public class UIManager : MonoBehaviour {
//// Resource bar UI ////
public GameObject MapUI;
public GameObject ManagementUI;
public GameObject QuestUI;
public GameObject SkillSet; //** Map UI -> Does it need to be in MapUI.cs?
public GameObject SpecialSpec;
public GameObject UnitSelUI; //** Production Selection in Management UI -> Do they need to be in ManagementUI.cs?
public GameObject BuildingSelUI;
// public GameObject Tier1, Tier2, Tier3, Tier4; // for tab under tab
// public GameObject CIty, CityBuilding, NormalBuilding;
//// Map UI ////
public GameObject SkillSet;
public void MapUIActive() // Map UI tab
//// Management UI (Production Selection) ////
public GameObject UnitSelTab;
public GameObject BuildingSelTab;
public GameObject EpicTab, HighTab, IntermediateTab, LowTab; // Unit production
public GameObject CityTab, CityBuildingTab, NormalBuildingTab; // Building production
//// Resource bar UI ////
public void MapUIActive() // Map UI tab
{
MapUI.SetActive(true);
ManagementUI.SetActive(false);
QuestUI.SetActive(false);
}
public void ManagementUIActive() // Management UI tab
public void ManagementUIActive() // Management UI tab
{
ManagementUI.SetActive(true);
MapUI.SetActive(false);
QuestUI.SetActive(false);
}
public void QuestUIActive() // Quest UI tab
public void QuestUIActive() // Quest UI tab
{
QuestUI.SetActive(true);
MapUI.SetActive(false);
ManagementUI.SetActive(false);
}
public void SpecialMouseOver()
{
SpecialSpec.SetActive(true);
}
public void SpecialMouseExit()
{
SpecialSpec.SetActive(false);
}
public void SkillSetActive() //** Map UI
//// Map UI ////
public void SkillSetActive()
{
SkillSet.SetActive(!SkillSet.activeSelf);
}
public void UnitSelUIActive() //** Production Selection in Management UI
//// Management UI (Production Selection) ////
public void UnitSelTabActive()
{
UnitSelTab.SetActive(true);
BuildingSelTab.SetActive(false);
}
public void BuildingSelTabActive()
{
UnitSelTab.SetActive(false);
BuildingSelTab.SetActive(true);
}
public void EpicTabActive() // Unit production
{
EpicTab.SetActive(true);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void HighTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(true);
IntermediateTab.SetActive(false);
LowTab.SetActive(false);
}
public void IntermediateTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(true);
LowTab.SetActive(false);
}
public void LowTabActive()
{
EpicTab.SetActive(false);
HighTab.SetActive(false);
IntermediateTab.SetActive(false);
LowTab.SetActive(true);
}
public void CityTabActive() // Building production
{
CityTab.SetActive(true);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(false);
}
public void CityBuildingTabActive()
{
UnitSelUI.SetActive(true);
BuildingSelUI.SetActive(false);
CityTab.SetActive(false);
CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
}
public void BuildingSelUIActive()
public void NormalBuildingTabActive()
{
UnitSelUI.SetActive(false);
BuildingSelUI.SetActive(true);
CityTab.SetActive(false);
CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
}
}
m_EditorVersion: 2017.1.1f1
m_EditorVersion: 2017.3.0f3
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