using System.Collections; using System.Collections.Generic; using System.Runtime.InteropServices.WindowsRuntime; using UnityEngine; using UnityEngine.UI; public class UIFunction : MonoBehaviour { public Button exit; public Button[] Function; public Button[] Function1; public GameObject[] InterFace; public GameObject[] Text; public GameObject background; public GameObject background1; public GameObject background2; public Button return_; public GameObject NextLevel_; public GameObject ÊÓÆµÄ£¿é; // Start is called before the first frame update void Start() { return_.onClick.AddListener(delegate () { ExitNextLevel(); FirstLevel(true); ÊÓÆµÄ£¿é.SetActive(false); NextLevel_.GetComponent().WhatScenceSelcet = -1; }); exit.onClick.AddListener(delegate () { Exit(); }); for (int n = 0; n < Function.Length; n++) { switch (n) { case 0: Function[0].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(0); }); break; case 1: Function[1].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(1); }); break; case 2: Function[2].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(2); }); break; case 3: Function[3].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(3); }); break; case 4: Function[4].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(4); }); break; case 5: Function[5].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(5); }); break; case 6: Function[6].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(6); }); break; case 7: Function[7].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(7); }); break; } } for (int n = 0; n < Function1.Length; n++) { switch (n) { case 0: Function1[0].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(0); }); break; case 1: Function1[1].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(1); }); break; case 2: Function1[2].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(2); }); break; case 3: Function1[3].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(3); }); break; case 4: Function1[4].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(4); }); break; case 5: Function1[5].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(5); }); break; case 6: Function1[6].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(6); }); break; case 7: Function1[7].GetComponent().onClick.AddListener(delegate () { FirstLevel(false); NextLevel(7); }); break; } } } // Update is called once per frame void Update() { } private void FirstLevel(bool select) { for (int n = 0; n < Function.Length; n++) { Function[n].gameObject.SetActive(select); } for (int n = 0; n < Function.Length; n++) { Function1[n].gameObject.SetActive(select); } background.SetActive(select); background1.SetActive(select); } private void NextLevel(int n) { if (InterFace[n] != null) { InterFace[n].SetActive(true); background2.SetActive(true); Text[n].SetActive(true); NextLevel_.SetActive(true); NextLevel_.GetComponent().WhatScenceSelcet = n; } else { FirstLevel(true); } } private void ExitNextLevel() { for (int n = 0; n < InterFace.Length; n++) { if (InterFace[n] != null) { InterFace[n].SetActive(false); Text[n].SetActive(false); } } background2.SetActive(false); NextLevel_.SetActive(false); } private void Exit() { #if UNITY_EDITOR UnityEditor.EditorApplication.isPlaying = false; #else Application.Quit(); #endif } }