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VisualiaztionManager.cs
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VisualiaztionManager.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class VisualiaztionManager : MonoBehaviour {
[System.Serializable]
public class Stage
{
public string _stageName;
public int _stageID;
public GameObject[] _overridedisableGOs;
}
[System.Serializable]
public class TraversalObject
{
public string _objectName;
public int[] _stageIDs;
public GameObject[] _traversalobjectGOs;
}
public int _currentStageID;
public Stage[] _stages;
public TraversalObject[] TraversalObjects;
public int bplayertype;
public int wplayertype;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
foreach(Stage stage in _stages)
{
if(stage._stageID != _currentStageID)
{
foreach(GameObject _overridedisableGO in stage._overridedisableGOs)
{
_overridedisableGO.SetActive(false);
}
}
else
{
foreach(GameObject _overridedisableGO in stage._overridedisableGOs)
{
_overridedisableGO.SetActive(true);
}
}
}
foreach (TraversalObject traveralobject in TraversalObjects)
{
if(Array.Exists(traveralobject._stageIDs, element => element == _currentStageID))
{
foreach(GameObject _traversalobjectGO in traveralobject._traversalobjectGOs)
{
_traversalobjectGO.SetActive(true);
}
}
else
{
foreach(GameObject _traversalobjectGO in traveralobject._traversalobjectGOs)
{
_traversalobjectGO.SetActive(false);
}
}
}
}
public void _goToStage (int _newStageID)
{
_currentStageID = _newStageID;
}
}