Esempio n. 1
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    ///////////////////////===============================================================================================//////////////////////////////////
    ///////////////////////===========================			클랜 정보			================================//////////////////////////////////
    ///////////////////////===============================================================================================//////////////////////////////////

    /// <summary>
    /// 관리UIor게시판UI 별로 만들 element 생성및설정
    /// </summary>
    public void Set_Post_Elements(ClanUI_Type tapIdx)
    {
        switch (tapIdx)
        {
        case ClanUI_Type.Manage:
            if (Lst_MemberElement.Count > 0)
            {
                Set_InfoManagement();
                Refresh_memberElement();
            }
            else
            {
                Set_InfoManagement();
                Creat_memberElement();
            }
            break;

        case ClanUI_Type.Board:
            if (Lst_BoardElement.Count > 0)
            {
                Refresh_BoardElement();
            }
            else
            {
                Creat_BoardElement();
            }

            break;
        }
    }
Esempio n. 2
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    public void callback_complte_RequestClaninfo()
    {
        nowClanUI = ClanUI_Type.Manage;
        Set_Clan();

        //제화 갱신
        if (UI_Manager.Getsingleton.Dic_UILst.ContainsKey(UI.TOP))
        {
            UI_Top.Getsingleton.set_refresh();
        }
    }
Esempio n. 3
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    //클랜원수 프로토콜 호출 이후 콜백 매서드
    void callback_complte_ChangeNumOfClan()
    {
        nowClanUI = ClanUI_Type.Manage;
        Set_Clan();

        //제화 갱신
        if (UI_Manager.Getsingleton.Dic_UILst.ContainsKey(UI.TOP))
        {
            UI_Top.Getsingleton.set_refresh();
        }
    }
Esempio n. 4
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    /// <summary>
    /// tap 누를때 UI 생성
    /// </summary>
    public void ResponseButton_Tap(int tapIdx)
    {
        if (nowClanUI != (ClanUI_Type)tapIdx)
        {
            nowClanUI = (ClanUI_Type)tapIdx;

            // UI type에 관련된 설정
            Set_clanUI(nowClanUI);

            //type에 맞는 element 생성
            Set_Post_Elements(nowClanUI);
        }
    }
Esempio n. 5
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    // 클랜 활성화 할 오브젝트
    void Active_ClanObject(ClanUI_Type type)
    {
        Set_clanUI(nowClanUI);

        if (type == ClanUI_Type.Manage || type == ClanUI_Type.Board)
        {
            Set_Clan();
        }
        else
        {
            Set_Clanlist();
        }
    }
Esempio n. 6
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 /// <summary>
 /// 현재 UI의 오브젝트 활성화/비활성화 설정, list 관리
 /// </summary>
 private void Set_clanUI(ClanUI_Type tapIdx)
 {
     if (tapIdx == ClanUI_Type.Manage)
     {
         // sort, 관리 만 활성
         for (int i = 0; i < Lst_Obj_UI.Count; i++)
         {
             if (i == 0 || i == 3)
             {
                 Lst_Obj_UI[i].SetActive(true);
             }
             else
             {
                 Lst_Obj_UI[i].SetActive(false);
             }
         }
     }
     else if (tapIdx == ClanUI_Type.Board)
     {
         // sort, 게시판만 활성
         for (int i = 0; i < Lst_Obj_UI.Count; i++)
         {
             if (i == 1 || i == 3)
             {
                 Lst_Obj_UI[i].SetActive(true);
             }
             else
             {
                 Lst_Obj_UI[i].SetActive(false);
             }
         }
     }
     else if (tapIdx == ClanUI_Type.ClanList)
     {
         // 클랜리스트 만 활성
         for (int i = 0; i < Lst_Obj_UI.Count; i++)
         {
             if (i == 2)
             {
                 Lst_Obj_UI[i].SetActive(true);
             }
             else
             {
                 Lst_Obj_UI[i].SetActive(false);
             }
         }
     }
 }
Esempio n. 7
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    /// <summary>
    /// 해당 element들 모두삭제
    /// </summary>
    public void ClearElements(ClanUI_Type clanType)
    {
        if (clanType == ClanUI_Type.Manage)
        {
            if (Lst_MemberElement.Count > 0)
            {
                //for (int i = 0; i < Lst_MemberElement.Count; i++)
                //	_uiMgr.RemoveUI_Item(Lst_MemberElement[i]);

                for (int i = 0; i < Lst_MemberElement.Count; i++)
                {
                    Destroy(Lst_MemberElement[i].gameObject);
                }
                Lst_MemberElement.Clear();
            }
        }
        else if (clanType == ClanUI_Type.Board)
        {
            if (Lst_BoardElement.Count > 0)
            {
                //for (int i = 0; i < Lst_BoardElement.Count; i++)
                //	_uiMgr.RemoveUI_Item(Lst_BoardElement[i]);

                for (int i = 0; i < Lst_BoardElement.Count; i++)
                {
                    Destroy(Lst_BoardElement[i].gameObject);
                }
                Lst_BoardElement.Clear();
            }
        }
        else if (clanType == ClanUI_Type.ClanList)
        {
            if (Lst_ClanlistElement.Count > 0)
            {
                //for (int i = 0; i < Lst_BoardElement.Count; i++)
                //	_uiMgr.RemoveUI_Item(Lst_BoardElement[i]);

                for (int i = 0; i < Lst_ClanlistElement.Count; i++)
                {
                    Destroy(Lst_ClanlistElement[i].gameObject);
                }
                Lst_ClanlistElement.Clear();
            }
        }
    }
Esempio n. 8
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    //초기 설정
    void Init_set()
    {
        User _user = UserDataManager.instance.user;

        if (_user.user_Clans.ClanID != 0)
        {
            if (nowClanUI == ClanUI_Type.Board)
            {
                nowClanUI = ClanUI_Type.Board;
            }
            else
            {
                nowClanUI = ClanUI_Type.Manage;
            }
        }
        else
        {
            nowClanUI = ClanUI_Type.ClanList;
        }


        Active_ClanObject(nowClanUI);
    }
Esempio n. 9
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 void callback_Complete_writeBoard()
 {
     nowClanUI = ClanUI_Type.Board;
     Set_Clan();
 }