public void OnSelectedSytem(UIsocialSystemManager systemManager) { if (_selectedSystemSlot != null) { _selectedSystemSlot.OnDeSelected(); } _selectedSystemSlot = systemManager; }
private void OnChangeSubStatus(SubStatus subStatus) { if (subStatus == curSubStatus) { return; } curSubStatus = subStatus; switch (curSubStatus) { case SubStatus.Enemy: if (_selectedUserSlot != null) { _selectedUserSlot.OnDeSelected(); _selectedUserSlot = null; } uiEnemy.root.gameObject.SetActive(true); uiFriend.root.gameObject.SetActive(false); uiEnemy.root.Reposition(); _friendActiveType = FriendActiveType.AddEnemy; break; case SubStatus.Friend: if (_selectedUserSlot != null) { _selectedUserSlot.OnDeSelected(); _selectedUserSlot = null; } uiEnemy.root.gameObject.SetActive(false); uiFriend.root.gameObject.SetActive(true); uiFriend.root.Reposition(); _friendActiveType = FriendActiveType.AddFriend; break; case SubStatus.Report: if (_selectedSystemSlot != null) { _selectedSystemSlot.OnDeSelected(); _selectedSystemSlot = null; } uiReport.root.gameObject.SetActive(true); uiSystem.root.gameObject.SetActive(false); break; case SubStatus.System: if (_selectedReportSlot != null) { _selectedReportSlot.OnDeSelected(); _selectedReportSlot = null; } uiReport.root.gameObject.SetActive(false); uiSystem.root.gameObject.SetActive(true); break; } }