///////////////////////===============================================================================================////////////////////////////////// ///////////////////////=========================== 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; } }
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(); } }
//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(); } }
/// <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); } }
// 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(); } }
/// <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); } } } }
/// <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(); } } }
//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); }
void callback_Complete_writeBoard() { nowClanUI = ClanUI_Type.Board; Set_Clan(); }