private void ShowCommonEditorTab() { _messageStepEditor.gameObject.SetActive(true); _triggerStepEditor.gameObject.SetActive(false); _currentEditor = _messageStepEditor; _currentEditor.Init(_currentQuestData); }
private void OnSelectQuest(string Id) { _currentQuestId = Id; //save story if (saveStory) { //если текущий шаг не последний - удаляем те, что после него if (_currentStoryIndex < _selectedQuestStory.Count - 1) { _selectedQuestStory.RemoveRange(_currentStoryIndex, _selectedQuestStory.Count - _currentStoryIndex); } _selectedQuestStory.Add(_currentQuestId); _currentStoryIndex++; Debug.Log("Add Id : " + _currentQuestId); } saveStory = true; /// _currentQuestData = Data.Repository.Steps[Id]; if (_currentQuestData == null) { _messageStepEditor.gameObject.SetActive(false); _triggerStepEditor.gameObject.SetActive(false); _currentEditor = null; return; } switch (_currentQuestData.stepType) { case QuestStepType.MESSAGE: ShowCommonEditorTab(); break; case QuestStepType.TRIGGER: ShowTriggetEditorTab(); break; } }