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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SelctedGroup : MonoBehaviour
{
private Transform[] options;
public GameObject ItemList1, ItemList2, ItemList3, ItemList4;
public GameObject SelectedEffect1, SelectedEffect2, SelectedEffect3, SelectedEffect4;
public SelctedItem[] selctedItems;
public SelctedItem CurrentItem;
private void Start()
{
options = new Transform[transform.childCount];
selctedItems =new SelctedItem[transform.childCount];
for (int i = 0; i < transform.childCount; i++)
{
options[i] = transform.GetChild(i);
SelctedItem item= options[i].gameObject.AddComponent<SelctedItem>();
selctedItems[i] = item;
item.selctedGroup = this;
item.ItemIndex = i + 1;
item.Init();
}
ItemList1.SetActive(false);
ItemList2.SetActive(false);
ItemList3.SetActive(false);
ItemList4.SetActive(false);
}
public void ResetItemList()
{
ItemList1.SetActive(false);
ItemList2.SetActive(false);
ItemList3.SetActive(false);
ItemList4.SetActive(false);
SelectedEffect1.SetActive(false);
SelectedEffect2.SetActive(false);
SelectedEffect3.SetActive(false);
SelectedEffect4.SetActive(false);
//for (int i = 0; i < selctedItems.Length; i++)
//{
// selctedItems[i].isOpen = false;
//}
}
public void ShowItemList (int index)
{
ResetItemList();
switch (index)
{
case 1:
ItemList1.SetActive(true);
SelectedEffect1.SetActive(true);
break;
case 2:
ItemList2.SetActive(true);
SelectedEffect2.SetActive(true);
break;
case 3:
ItemList3.SetActive(true);
SelectedEffect3.SetActive(true);
break;
case 4:
ItemList4.SetActive(true);
SelectedEffect4.SetActive(true);
break;
}
}
}