//设置按钮状态 void SetBtnState(int relation) { FriendApplyState state = SocialModel.Instance.getFriendState(relation); btnText.horizontalOverflow = HorizontalWrapMode.Overflow; switch (state) { case FriendApplyState.Normal: addBtn.interactable = true; btnText.text = "添加"; break; case FriendApplyState.MeAppling: addBtn.interactable = false; btnText.text = "已申请"; break; case FriendApplyState.HisAppling: addBtn.interactable = false; btnText.text = "对方已申请"; break; case FriendApplyState.Friending: addBtn.interactable = false; btnText.text = "已是好友"; break; default: break; } }
/// <summary> /// 查询好友关系完成 /// </summary> public void QueryRelationFinish(int relation) { FriendApplyState state = SocialModel.Instance.getFriendState(relation); switch (state) { case FriendApplyState.Normal: SocialModel.Instance.AddFriend(userId); TipManager.Instance.OpenTip(TipType.SimpleTip, "发送成功,等待通过", 1f); break; case FriendApplyState.MeAppling: TipManager.Instance.OpenTip(TipType.SimpleTip, "已发送好友申请"); break; case FriendApplyState.HisAppling: TipManager.Instance.OpenTip(TipType.SimpleTip, "已发送好友申请"); break; case FriendApplyState.Friending: TipManager.Instance.OpenTip(TipType.SimpleTip, "对方已经是好友了"); break; default: break; } }
void SetBtnState(int relation) { FriendApplyState state = SocialModel.Instance.getFriendState(relation); switch (state) { case FriendApplyState.Normal: addFriendBtn.interactable = true; addFriendText.text = "加好友"; break; case FriendApplyState.MeAppling: addFriendBtn.interactable = false; addFriendText.text = "已申请"; break; case FriendApplyState.HisAppling: addFriendBtn.interactable = false; addFriendText.text = "对方已申请"; break; case FriendApplyState.Friending: addFriendBtn.interactable = false; addFriendText.text = "已是好友"; break; default: break; } }
/// <summary> /// 查询好友关系完成 /// </summary> public void QueryRelationFinish(int relation) { FriendApplyState state = SocialModel.Instance.getFriendState(relation); switch (state) { case FriendApplyState.Normal: addText.text = "+好友"; addBtn.color = Color.white; addBtn.raycastTarget = true; break; case FriendApplyState.MeAppling: addText.text = "已申请"; addBtn.color = Color.black; addBtn.raycastTarget = false; break; case FriendApplyState.HisAppling: addText.text = "+好友"; addBtn.color = Color.white; addBtn.raycastTarget = true; break; case FriendApplyState.Friending: addText.text = "已是好友"; addBtn.color = Color.black; addBtn.raycastTarget = false; break; default: break; } }
//设置按钮状态 void SetBtnState(int relation) { btnText.horizontalOverflow = HorizontalWrapMode.Overflow; FriendApplyState state = SocialModel.Instance.getFriendState(relation); switch (state) { case FriendApplyState.Normal: addFriendBtn.interactable = true; btnText.text = "好友"; btnAdd.SetActive(true); btnText.transform.localPosition = new Vector3(28, btnText.transform.localPosition.y); break; case FriendApplyState.MeAppling: addFriendBtn.interactable = false; btnText.text = "已申请"; btnAdd.SetActive(false); btnText.transform.localPosition = new Vector3(0, btnText.transform.localPosition.y); break; case FriendApplyState.HisAppling: addFriendBtn.interactable = false; btnText.text = "对方已申请"; btnAdd.SetActive(false); btnText.transform.localPosition = new Vector3(0, btnText.transform.localPosition.y); break; case FriendApplyState.Friending: addFriendBtn.interactable = false; btnText.text = "已是好友"; btnAdd.SetActive(false); btnText.transform.localPosition = new Vector3(0, btnText.transform.localPosition.y); break; default: break; } }
public void SetFriend(int relation) { FriendApplyState state = SocialModel.Instance.getFriendState(relation); switch (state) { case FriendApplyState.Normal: addFriendBtn.SetActive(true); isFriendText.gameObject.SetActive(false); UGUIEventListener.Get(addFriendBtn).onClick = delegate { SocialModel.Instance.AddFriend(curInfo.userId); Close(); }; break; case FriendApplyState.MeAppling: addFriendBtn.SetActive(false); isFriendText.gameObject.SetActive(true); isFriendText.text = "我已申请"; break; case FriendApplyState.HisAppling: addFriendBtn.SetActive(false); isFriendText.gameObject.SetActive(true); isFriendText.text = "对方已申请"; break; case FriendApplyState.Friending: addFriendBtn.SetActive(false); isFriendText.gameObject.SetActive(true); isFriendText.text = "已是好友"; break; default: break; } friendParentObj.SetActive(curInfo.userId != UserInfoModel.userInfo.userId); UGUIEventListener.Get(addFriendBtn).onClick = delegate { SocialModel.Instance.AddFriend(curInfo.userId); Close(); }; }