78 lines
1.7 KiB
C#
78 lines
1.7 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class WishGodPageUI : MonoBehaviour
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{
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[SerializeField]
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private bool m_isLock;
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public GameObject lockedPanel;
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public GameObject lockedGroup;
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public GameObject unlockGroup;
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public GameObject wishRing;
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public GameObject wishGroup;
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public string LeftScene;
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public string RightScene;
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private LotsManager lotsManager;
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public bool isLock {
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get
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{
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return m_isLock;
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}
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set
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{
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m_isLock = value;
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RefreshWishGodPageUI();
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}
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}
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private void Awake()
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{
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RefreshWishGodPageUI();
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}
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private void OnEnable()
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{
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if (wishRing) { wishRing.SetActive(true); }
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Debug.Log("OnEnable" + name);
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RefreshWishGodPageUI();
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}
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private void OnDisable()
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{
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if (wishRing) { wishRing.SetActive(false); }
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}
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private void Start()
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{
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RefreshWishGodPageUI();
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/* Add DrawLot to Wish Ring */
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lotsManager = GetComponentInChildren<LotsManager>();
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//if (wishRing) wishRing.GetComponentInChildren<Button>().onClick.AddListener(lotsManager.DrawLot);
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}
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void RefreshWishGodPageUI()
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{
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if (m_isLock)
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{
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unlockGroup.SetActive(false);
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if (wishRing) wishRing.SetActive(false);
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lockedGroup.SetActive(true);
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lockedPanel.SetActive(true);
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}
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else
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{
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unlockGroup.SetActive(true);
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if (wishRing) wishRing.SetActive(true);
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lockedGroup.SetActive(false);
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lockedPanel.SetActive(false);
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}
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}
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}
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