using System; using UnityEngine; public class SlotUImgr : MonoBehaviour { public static SlotUImgr Instance { get; private set; } public bool uiActive { get { return this.m_SlotGameUI.interactable && !GameMain.Instance.SysDlg.isActiveAndEnabled; } } private void Awake() { SlotUImgr.Instance = this; } private void Start() { ExChangeUI instance = ExChangeUI.Instance; instance.FadeInStartAction = (Action)Delegate.Combine(instance.FadeInStartAction, new Action(delegate() { this.m_ButtonGroup.interactable = false; })); ExChangeUI instance2 = ExChangeUI.Instance; instance2.FadeOutEndAction = (Action)Delegate.Combine(instance2.FadeOutEndAction, new Action(this.UpdateUI)); this.UpdateUI(); } public void SetUIActive(bool set) { this.m_SlotGameUI.interactable = set; } public void UpdateUI() { int state = SceneCasinoSlot.Instance.sManager.state; this.m_SlotStopUI.interactable = (state >= 6 && state < 10); this.m_ButtonGroup.interactable = (state == 0 || state == 1); ExChangeUI.Instance.TextUIUpdate(); ExChangeUI.Instance.SetButtonState(false); if (this.m_ButtonGroup.interactable) { ExChangeUI.Instance.UIStateUpdate(); ExChangeUI.Instance.SetButtonState(true); } } public void PushEnd() { GameMain.Instance.SysDlg.ShowFromLanguageTerm("SceneCasino/ダイアログ/カジノ画面に戻ります", null, SystemDialog.TYPE.OK_CANCEL, new SystemDialog.OnClick(SceneCasinoSlot.Instance.SlotEnd), null); } [SerializeField] private CanvasGroup m_SlotGameUI; [SerializeField] private CanvasGroup m_SlotStopUI; [SerializeField] private CanvasGroup m_ButtonGroup; }