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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