| | |
| | | {
|
| | | AutoPlayVoice();
|
| | | }
|
| | | CheckChatFloatOpen();
|
| | | //CheckChatFloatOpen();
|
| | | }
|
| | |
|
| | | IEnumerator Co_AutoPlay(VoiceInfo _info)
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | private void CheckChatFloatOpen()
|
| | | public bool IsShowChatFloat()
|
| | | {
|
| | | if (WindowCenter.Instance.ExistAnyFullScreenOrMaskWin() && !WindowCenter.Instance.IsOpen<LoadingWin>()
|
| | | && StageLoad.Instance.currentStage is DungeonStage && !WindowCenter.Instance.IsOpen<TreasureBaseWin>())
|
| | | return true;
|
| | | return false;
|
| | | }
|
| | |
|
| | | private void CheckChatFloatOpen()
|
| | | {
|
| | | if (IsShowChatFloat())
|
| | | {
|
| | | if (!WindowCenter.Instance.IsOpen<ChatFloatWin>())
|
| | | {
|
| | | WindowCenter.Instance.Open<ChatFloatWin>();
|
| | | }
|
| | | }
|
| | | else
|
| | | {
|
| | | if (WindowCenter.Instance.IsOpen<ChatFloatWin>())
|
| | | {
|
| | | WindowCenter.Instance.Close<ChatFloatWin>();
|
| | | }
|
| | | }
|
| | | //else
|
| | | //{
|
| | | // if (WindowCenter.Instance.IsOpen<ChatFloatWin>())
|
| | | // {
|
| | | // WindowCenter.Instance.Close<ChatFloatWin>();
|
| | | // }
|
| | | //}
|
| | | }
|
| | | #endregion
|
| | |
|