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true-history-committee
civilization-iii
Commits
7d6bae5f
Commit
7d6bae5f
authored
Feb 11, 2018
by
16홍선우
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parent
ad2c8473
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3 changed files
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2899 additions
and
2542 deletions
+2899
-2542
MainScene.unity
Assets/Scenes/MainScene.unity
+2818
-2526
UIManager.cs
Assets/Scripts/UIManager.cs
+80
-15
ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+1
-1
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Assets/Scenes/MainScene.unity
View file @
7d6bae5f
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Assets/Scripts/UIManager.cs
View file @
7d6bae5f
...
...
@@ -4,50 +4,115 @@ using UnityEngine;
public
class
UIManager
:
MonoBehaviour
{
//// Resource bar UI ////
public
GameObject
MapUI
;
public
GameObject
ManagementUI
;
public
GameObject
QuestUI
;
public
GameObject
S
killSet
;
//** Map UI -> Does it need to be in MapUI.cs?
public
GameObject
S
pecialSpec
;
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
BuildingSelUI
Active
()
public
void
NormalBuildingTab
Active
()
{
UnitSelUI
.
SetActive
(
false
);
BuildingSelUI
.
SetActive
(
true
);
CityTab
.
SetActive
(
false
);
CityBuildingTab
.
SetActive
(
false
);
NormalBuildingTab
.
SetActive
(
true
);
}
}
ProjectSettings/ProjectVersion.txt
View file @
7d6bae5f
m_EditorVersion: 2017.
1.1f1
m_EditorVersion: 2017.
3.0f3
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