void Start()
    {
        if (PlayerPrefs.HasKey("FriendScene"))
        {
            this.sceneStatus = PlayerPrefs.GetString("FriendScene");
        }
        else
        {
            PlayerPrefs.SetString("FriendScene", "Friend");
            PlayerPrefs.Save();
            this.sceneStatus = "Friend";
        }

        this.frScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
        this.friends  = new List <Friends>();

        this.friends = frScript.GetFriendsList();

        StartCoroutine(Test());

        /*this.friends.Add(new Friends("friend1","Friend"));
         * this.friends.Add(new Friends("friend2", "Friend"));
         * this.friends.Add(new Friends("friend3", "Friend"));
         * this.friends.Add(new Friends("friend4", "Requesting"));
         * this.friends.Add(new Friends("friend5", "Requesting"));
         * this.friends.Add(new Friends("friend6", "Requesting"));
         * this.friends.Add(new Friends("friend7", "Pending"));
         * this.friends.Add(new Friends("friend8", "Pending"));
         * this.friends.Add(new Friends("friend9", "Pending"));*/

        //Set_Category(this.sceneStatus);
    }
    public void POP_UP_RESPONSE(string s)
    {
        switch (s)
        {
        case "OK":
            deactivatePopUp();
            break;

        case "Cancel":
            deactivatePopUp();
            break;

        case "ChangeScene":
            deactivatePopUp();
            SceneManager.LoadScene(0);
            break;

        case "SendFriendRequest":
            sendFRScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
            sendFRScript.SendMessage("sendFriendRequests", this.thisFriendRequest);
            break;

        case "RemoveFromFriends":
            sendFRScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
            sendFRScript.SendMessage("removeFromFriends", this.thisFriendRequest);
            break;

        case "AcceptRequesting":
            sendFRScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
            sendFRScript.SendMessage("acceptFromRequesting", this.thisFriendRequest);
            break;

        case "RemoveFromPending":
            sendFRScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
            sendFRScript.SendMessage("removeFromPending", this.thisFriendRequest);
            break;

        case "RemoveRequesting":
            sendFRScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
            sendFRScript.SendMessage("removeFromRequesting", this.thisFriendRequest);
            break;

        default:
            break;
        }
    }
    void Start()
    {
        sprites             = Resources.LoadAll <Sprite>("Characters/App_Heroes");
        this.saveProfScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
        this.profile        = new Dictionary <string, string>();
        this.profile        = this.saveProfScript.getProfile();

        if (PlayerPrefs.HasKey("Username"))
        {
            this.username = PlayerPrefs.GetString("Username").ToString();
        }
        else
        {
            this.username = "******";
        }

        StartCoroutine(Test());
    }
Beispiel #4
0
 private void c_btn_pending()
 {
     cufbScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
     cufbScript.deleteFriend(this.name);
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
 }
Beispiel #5
0
 private void ok_btn_request()
 {
     cufbScript = GameObject.Find("SceneManager").GetComponent <CreateUserFB>() as CreateUserFB;
     cufbScript.setFriend(this.name);
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
 }