Files

88 lines
2.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace TON
{
public class OptionUI : UIBase
{
[SerializeField] private GameObject goldObject; // 골드
[SerializeField] private GameObject fishObject; // 생선
[SerializeField] private GameObject settingObject; // 더보기(옵션) 버튼
[SerializeField] private GameObject parseObject; // 일시정지
[SerializeField] private GameObject warningObject; // 최대보유수량 경고 팝업업
// 로비 : 골드/생선/인벤토리/더보기 버튼
// 스테이지 : 인벤토리/일시정지 버튼
// 상점 : 골드/생선
private void OnEnable()
{
SetCashAmount();
SetObjectActive();
// TODO: 사운드 설정 기능 반영 후에 해당 버튼 비활성화 코드 삭제
settingObject.SetActive(false);
}
public void SetCashAmount()
{
goldObject.GetComponentInChildren<TextMeshProUGUI>().text = $"{PlayerDataManager.Singleton.goldAmount:N0}";
fishObject.GetComponentInChildren<TextMeshProUGUI>().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);
}
warningObject.SetActive(false);
}
public void OnClickCashButton()
{
warningObject.SetActive(true);
Invoke(nameof(AutoClosePopup), 3f);
}
private void AutoClosePopup()
{
warningObject.SetActive(false);
}
public void OnClickSettingButton()
{
Debug.Log("Setting Button Clicked");
// UIManager.Show<SettingUI>(UIList.SettingUI);
}
public void OnClickPauseButton()
{
Debug.Log("Pause Button Clicked");
UIManager.Show<PauseUI>(UIList.PauseUI);
}
}
}