start to make tabs
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@@ -17,11 +17,15 @@ public class JobSelectorUI : MonoBehaviour
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private Button _btnOk;
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[SerializeField]
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private Transform _container;
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private Transform _itemsContainer;
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[SerializeField]
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private Transform _tabsContainer;
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[SerializeField]
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private JobItemUITemplate _jobItemUItemplate;
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[SerializeField]
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private JobsListSO _jobs;
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private JobTabUITemplate _jobTabUItemplate;
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[SerializeField]
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private List<JobsListSO> _jobs;
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public void ShowJobSelectionDialog(string title, string description, Action onCancel, Action onConfirm)
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{
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@@ -30,13 +34,19 @@ public class JobSelectorUI : MonoBehaviour
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gameObject.SetActive(true);
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_title.text = title;
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_description.text = description;
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foreach (var job in _jobs.JobPositionsList)
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//Create Tabs
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foreach (var job in _jobs)
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{
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var itemUI = Instantiate(_jobItemUItemplate, _container);
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var itemUI = Instantiate(_jobTabUItemplate, _tabsContainer);
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itemUI.gameObject.SetActive(true);
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itemUI.GetComponent<JobItemUITemplate>().SetItem((job));
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itemUI.GetComponent<JobTabUITemplate>().SetItem(this,(job.name));
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}
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//foreach (var job in _jobs.JobPositionsList)
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//{
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// var itemUI = Instantiate(_jobItemUItemplate, _container);
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// itemUI.gameObject.SetActive(true);
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// itemUI.GetComponent<JobItemUITemplate>().SetItem((job));
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//}
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_btnCancel.onClick.AddListener(() =>
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{
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@@ -49,6 +59,21 @@ public class JobSelectorUI : MonoBehaviour
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Hide();
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});
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}
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public void OnTabEnter(JobTabUITemplate button)
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{
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print($"enter to {button.name}");
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}
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public void OnTabSelected(JobTabUITemplate button)
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{
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print($"selected {button.name}");
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}
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public void OnTabExit(JobTabUITemplate button)
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{
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print($"exit {button.name}");
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}
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private void CloseDialog()
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{
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UIManager.Instance.Unfreeze();
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