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- 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.Show("カジノ画面に戻ります", 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;
- }
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