using System.Collections; 
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using System.Collections.Generic; 
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using UnityEngine; 
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using System; 
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public class ErrorProcessor:MonoBehaviour { 
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    [SerializeField] 
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    ErrorInfo[] errors = null; 
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    public void Process(int _error) { 
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        ErrorInfo info; 
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        if(FindError(_error,out info)) { 
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            switch(info.type) { 
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                case ErrorType.PopupTip: 
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                    break; 
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                case ErrorType.DiamondLack: 
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                    break; 
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                case ErrorType.GoldLack: 
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                    break; 
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                case ErrorType.ItemLack: 
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                    break; 
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            } 
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        } 
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    } 
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    bool FindError(int _error,out ErrorInfo _errorInFo) { 
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        var result = false; 
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        for(int i = 0;i < errors.Length;i++) { 
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            var error = errors[i]; 
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            if(error.error == _error) { 
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                _errorInFo = error; 
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                result = true; 
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                break; 
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            } 
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        } 
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        _errorInFo = new ErrorInfo(); 
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        return result; 
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    } 
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    [Serializable] 
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    public struct ErrorInfo { 
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        public int error; 
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        public ErrorType type; 
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        public string parameter; 
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    } 
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    public enum ErrorType { 
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        PopupTip, 
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        DiamondLack, 
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        GoldLack, 
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        ItemLack, 
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    } 
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} 
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