Files
M-Gameton-06/Gameton-06/Assets/Gameton/Scripts/UI/OptionUI.cs
2025-02-28 15:27:50 +09:00

76 lines
2.3 KiB
C#

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<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);
}
}
public void OnClickSettingButton()
{
Debug.Log("Setting Button Clicked");
// UIManager.Show<SettingUI>(UIList.SettingUI);
}
public void OnClickInventoryButton()
{
Debug.Log("Inventory Button Clicked");
// UIManager.Show<InventoryUI>(UIList.InventoryUI);
}
public void OnClickPauseButton()
{
Debug.Log("Pause Button Clicked");
UIManager.Show<PauseUI>(UIList.PauseUI);
}
}
}