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