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

All tabs enabled

parent ad2c8473
This diff is collapsed.
...@@ -4,17 +4,24 @@ using UnityEngine; ...@@ -4,17 +4,24 @@ using UnityEngine;
public class UIManager : MonoBehaviour { public class UIManager : MonoBehaviour {
//// Resource bar UI ////
public GameObject MapUI; public GameObject MapUI;
public GameObject ManagementUI; public GameObject ManagementUI;
public GameObject QuestUI; 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? //// Map UI ////
public GameObject BuildingSelUI; public GameObject SkillSet;
// public GameObject Tier1, Tier2, Tier3, Tier4; // for tab under tab
// public GameObject CIty, CityBuilding, NormalBuilding;
//// 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 public void MapUIActive() // Map UI tab
{ {
MapUI.SetActive(true); MapUI.SetActive(true);
...@@ -34,20 +41,78 @@ public class UIManager : MonoBehaviour { ...@@ -34,20 +41,78 @@ public class UIManager : MonoBehaviour {
ManagementUI.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); 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); CityTab.SetActive(false);
BuildingSelUI.SetActive(false); CityBuildingTab.SetActive(true);
NormalBuildingTab.SetActive(false);
} }
public void BuildingSelUIActive() public void NormalBuildingTabActive()
{ {
UnitSelUI.SetActive(false); CityTab.SetActive(false);
BuildingSelUI.SetActive(true); CityBuildingTab.SetActive(false);
NormalBuildingTab.SetActive(true);
} }
} }
m_EditorVersion: 2017.1.1f1 m_EditorVersion: 2017.3.0f3
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