using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; namespace TON { public class OptionUI : UIBase { public GameObject goldObject; // 골드 public GameObject fishObject; // 생선 public GameObject settingObject; // 더보기(옵션) 버튼 public GameObject parseObject; // 일시정지 // 로비 : 골드/생선/인벤토리/더보기 버튼 // 스테이지 : 인벤토리/일시정지 버튼 // 상점 : 골드/생선 private void OnEnable() { SetCashAmount(); SetObjectActive(); } public void SetCashAmount() { goldObject.GetComponentInChildren().text = $"{PlayerDataManager.Singleton.goldAmount:N0}"; fishObject.GetComponentInChildren().text = $"{PlayerDataManager.Singleton.fishAmount:N0}"; } private void SetObjectActive() { SceneType activeScene = Main.Singleton.currentSceneType; if (activeScene == SceneType.Lobby) { goldObject.SetActive(true); fishObject.SetActive(true); settingObject.SetActive(true); parseObject.SetActive(false); } else if (activeScene == SceneType.Stage) { goldObject.SetActive(false); fishObject.SetActive(false); settingObject.SetActive(false); parseObject.SetActive(true); } else if (activeScene == SceneType.Shop) { goldObject.SetActive(true); fishObject.SetActive(true); settingObject.SetActive(false); parseObject.SetActive(false); } } public void OnClickSettingButton() { Debug.Log("Setting Button Clicked"); // UIManager.Show(UIList.SettingUI); } public void OnClickInventoryButton() { Debug.Log("Inventory Button Clicked"); // UIManager.Show(UIList.InventoryUI); } public void OnClickPauseButton() { Debug.Log("Pause Button Clicked"); UIManager.Show(UIList.PauseUI); } } }