/// <summary> /// Changes the state our sharing panel is in. /// </summary> /// <param name="newState">What sharing state should the panel be in.</param> public void ChangeState(SharingState newState) { state = newState; switch (newState) { case SharingState.SERVER_PROBLEM: WarningDialogs.Instance.ShowNewDialog(); gameObject.SetActive(false); break; case SharingState.SHARING_OPTIONS: shareOptions.gameObject.SetActive(true); progressFeedback.gameObject.SetActive(false); generatedURL.gameObject.SetActive(false); break; case SharingState.SHARING_SCENE: progressFeedback.gameObject.SetActive(true); shareOptions.gameObject.SetActive(false); generatedURL.gameObject.SetActive(false); break; case SharingState.SHOW_URL: generatedURL.gameObject.SetActive(true); shareOptions.gameObject.SetActive(false); progressFeedback.gameObject.SetActive(false); break; default: break; } }
private static string MakeTag(SharingState state, SharingReason reason) => $"{state}_{reason.AsTag()}".ToLower();
private static string MakeTag(SharingState state, ISharingValidation validation) => MakeTag(state, validation.Reason);