using AX.MessageSystem; using AX.Network.Protocols; using AX.NetworkSystem; using AX.Serialization; using System.Collections; using System.Collections.Generic; using UnityEngine; public class InsiderFeedbackManager : MonoBehaviour { private static InsiderFeedbackManager instance; public static InsiderFeedbackManager Instance { get { return instance; } } public List feedbacks = new List(); public GameObject itemPre; void Awake() { instance = this; itemPre = Resources.Load("InsiderFeedback/InsiderInfoItem") as GameObject; //NetworkMessageDispatcher.AddListener("GET_INSIDER_ANSWER_SYNC", addFeedback); } //每次打开界面都重新生成 private void OnEnable() { for(int i = 0; i < transform.childCount; i++) { Destroy(transform.GetChild(i).gameObject); } foreach(string info in GET_INSIDER_ANSWER_SYNC.feedback) { addFeedback(info); } } void addFeedback(string info) { //var info = message.Body.Deserialize(); GameObject item = Instantiate(itemPre, transform); item.GetComponent().Set(info); } /*void addFeedback(BinaryMessage message) { var info = message.Body.Deserialize(); GameObject item = Instantiate(itemPre, transform); item.GetComponent().Set(info); }*/ }