VirtualFramework/Assets/Scripts/FenGuangJingSceneCtrl.cs

71 lines
1.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/*******************************************************************************
*Create By CG
*Function UIÐèÒªºÍ³¡¾°½»»¥
*******************************************************************************/
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;
}
}
}
}