using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /******************************************************************************* *Create By CG *Function UI需要和场景交互 *******************************************************************************/ namespace FenGuangJingScene { public class FenGuangJingSceneCtrl : MonoBehaviour { [SerializeField] public Image BS; [SerializeField] public Image ZML; [SerializeField] public Image HBS; [SerializeField] public Image HSJJS; [SerializeField] public Image LBS; [SerializeField] public GameObject BSGeo; [SerializeField] public GameObject ZMLGeo; [SerializeField] public GameObject HBSGeo; [SerializeField] public GameObject HSJJSGeo; [SerializeField] public GameObject LBSGeo; public void SelectBaoShi(string baoShiName) { BS.gameObject.SetActive(false); ZML.gameObject.SetActive(false); HSJJS.gameObject.SetActive(false); LBS.gameObject.SetActive(false); HBS.gameObject.SetActive(false); BSGeo.SetActive(false); ZMLGeo.SetActive(false); HSJJSGeo.SetActive(false); LBSGeo.SetActive(false); HBSGeo.SetActive(false); switch (baoShiName) { case "BS": BSGeo.SetActive(true); BS.gameObject.SetActive(true); break; case "ZML": ZMLGeo.SetActive(true); ZML.gameObject.SetActive(true); break; case "HSJJS": HSJJSGeo.SetActive(true); HSJJS.gameObject.SetActive(true); break; case "LBS": LBSGeo.SetActive(true); LBS.gameObject.SetActive(true); break; case "HBS": HBSGeo.SetActive(true); HBS.gameObject.SetActive(true); break; } } } }