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

All tabs enabled

parent ad2c8473
This source diff could not be displayed because it is too large. You can view the blob instead.
......@@ -4,17 +4,24 @@ 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;
//// 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);
......@@ -34,20 +41,78 @@ public class UIManager : MonoBehaviour {
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
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment