Fix ui issues

This commit is contained in:
2023-04-20 19:09:53 +03:00
parent 1ffaa079e6
commit 18c8ba0f8c
4 changed files with 38 additions and 36 deletions
+14 -12
View File
@@ -1,7 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
@@ -10,7 +12,7 @@ public class JobSelectorUI : MonoBehaviour
[SerializeField]
private TextMeshProUGUI _title;
[SerializeField]
private TextMeshProUGUI _description;
private TextMeshProUGUI _subTitle;
[SerializeField]
private Button _btnCancel;
[SerializeField]
@@ -28,27 +30,26 @@ public class JobSelectorUI : MonoBehaviour
private List<JobsListSO> _jobs;
private JobTabUITemplate _selectedTab;
public void ShowJobSelectionDialog(string title, string description, Action onCancel, Action onConfirm)
public void ShowJobSelectionDialog(string title, Action onCancel, Action onConfirm)
{
UIManager.Instance.Freeze();
gameObject.SetActive(true);
_title.text = title;
_description.text = description;
//Create Tabs
foreach (var job in _jobs)
for (int count = 0; count < _jobs.Count; count++)
{
JobsListSO job = _jobs[count];
var itemUI = Instantiate(_jobTabUItemplate, _tabsContainer);
itemUI.gameObject.SetActive(true);
itemUI.GetComponent<JobTabUITemplate>().SetItem(this,job);
var template = itemUI.GetComponent<JobTabUITemplate>();
template.SetItem(this, job);
if (count== 0) {
OnTabSelected(template);
}
}
//foreach (var job in _jobs.JobPositionsList)
//{
// var itemUI = Instantiate(_jobItemUItemplate, _container);
// itemUI.gameObject.SetActive(true);
// itemUI.GetComponent<JobItemUITemplate>().SetItem((job));
//}
_btnCancel.onClick.AddListener(() =>
{
onCancel?.Invoke();
@@ -68,6 +69,7 @@ public class JobSelectorUI : MonoBehaviour
public void OnTabSelected(JobTabUITemplate button)
{
_selectedTab = button;
_subTitle.text = _selectedTab.JobListItem.Place;
while (_itemsContainer.childCount > 0)
{
DestroyImmediate(_itemsContainer.GetChild(0).gameObject);