public void SetCurrentSelector(QuestSelectorUI newCurrentSelector) { foreach (var quest in listQuest) { quest.SetSelected(false); } questDetails.SetQuest(newCurrentSelector.data); currentSelector = newCurrentSelector; }
public void UpdateQuests(List <Quest> _listQuest) { foreach (var quest in listQuest) { Destroy(quest.gameObject); } listQuest.Clear(); scrollQuest.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, _listQuest.Count * selectorPrefab.GetComponent <RectTransform> ().rect.height); foreach (var quest in _listQuest) { GameObject newInstance = Instantiate(selectorPrefab, scrollQuest); QuestSelectorUI newSelector = newInstance.GetComponent <QuestSelectorUI> (); newSelector.Init(quest, this); listQuest.Add(newSelector); } questDetails.ClearQuest(); if (listQuest.Count > 0) { listQuest[0].OnSelected(); } }