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50 lines
1.4 KiB
C#

2 weeks ago
using System;
using UnityEngine;
namespace Unity.BossRoom.Gameplay.UI
{
/// <summary>
/// Controls the special Canvas that has the settings icon and the settings window.
/// The window itself is controlled by UISettingsPanel; the button is controlled here.
/// </summary>
public class UISettingsCanvas : MonoBehaviour
{
[SerializeField]
private GameObject m_SettingsPanelRoot;
[SerializeField]
private GameObject m_QuitPanelRoot;
void Awake()
{
// hide the settings window at startup (this is just to handle the common case where an artist forgets to disable the window in the prefab)
DisablePanels();
}
void DisablePanels()
{
m_SettingsPanelRoot.SetActive(false);
m_QuitPanelRoot.SetActive(false);
}
/// <summary>
/// Called directly by the settings button in the UI prefab
/// </summary>
public void OnClickSettingsButton()
{
m_SettingsPanelRoot.SetActive(!m_SettingsPanelRoot.activeSelf);
m_QuitPanelRoot.SetActive(false);
}
/// <summary>
/// Called directly by the quit button in the UI prefab
/// </summary>
public void OnClickQuitButton()
{
m_QuitPanelRoot.SetActive(!m_QuitPanelRoot.activeSelf);
m_SettingsPanelRoot.SetActive(false);
}
}
}