Tanoda
OpenUserStatWindow.cs
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1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4using UnityEngine.UI;
5using static UserManager;
6
7public class OpenUserStatWindow : MonoBehaviour
8{
9 public GameObject UserHandle, ManageUsersWindow;
10 public void Clicked()
11 {
12 //UserStatManager.instance.ShowStats(UserManager.instance.GetUserByName(GetComponent<Text>().text));
13 }
14 public void Select()
15 {
16 var selectedUser = UserManager.instance.GetUserByName(GetComponent<Text>().text);
17 var GO = GameObject.FindObjectsOfType<SaveSelectedUser>(true);
18 GO[0].selectedUser = selectedUser;
19 if (UserManager.instance.GetUserByName(GetComponent<Text>().text).addedTrainings == null || UserManager.instance.GetUserByName(GetComponent<Text>().text).addedTrainings.Count == 0)
20 {
21 GetComponent<MenuLoadScene>().OpenAddPanel(UserManager.instance.GetUserByName(GetComponent<Text>().text));
22 ManageUsersWindow.SetActive(false);
23
24 }
25 else
26 {
27 UserManager.instance.PopulateCurseList(UserManager.instance.GetUserByName(GetComponent<Text>().text));
28 UserHandle.SetActive(true);
29 }
30
31 }
32}
GameObject ManageUsersWindow
UserManager.User selectedUser