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unity/Assets/Script/UI/UISaveDate.cs
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70
unity/Assets/Script/UI/UISaveDate.cs
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using Manager;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class UISaveDate : UIWindow
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{
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CharInfo info;
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public List<SaveItem> items;
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public GameObject ui;
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private void Start()
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{
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}
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public void OnLoadDate()
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{
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if(info!=null)
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{
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PlayerInfo.Instance.Init(info);
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UpdateData();
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SenceManager.Instance.LoadScene(info.currentMap);
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switch(info.currentMap)
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{
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case 1:SoundManager.Instance.PlayMusic(SoundDefine.Map_1Music);
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break;
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case 2:
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SoundManager.Instance.PlayMusic(SoundDefine.Map_2Music);
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break;
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case 3:
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SoundManager.Instance.PlayMusic(SoundDefine.Map_3Music);
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break;
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}
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}
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}
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public void DeleteSaveData()
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{
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if(info!=null)
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{
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SaveSystem.DeleteDate(info.DatePath);
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UpdateData();
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}
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}
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public void Select(CharInfo data,string dateName,string dataPath)
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{
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if(data!=null)
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{
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info = data;
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}
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else
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{
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UIManager.Instance.Show<MessageBox>().Init(dateName,dataPath);
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}
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}
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void UpdateData()
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{
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Debug.Log("¸üд浵");
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foreach(var item in items)
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{
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item.Init();
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}
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}
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public override void OnCloseClick()
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{
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ui = GameObject.Find("UILoading");
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if (ui == null) return;
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ui.GetComponent<UILoading>().Init();
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base.OnCloseClick();
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}
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}
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