using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using AX.NetworkSystem;
using AX.Serialization;
using AX.MessageSystem;
using AX.Network.Protocols;
using System;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class BATTLE_READY_SYNC : NetworkMessageBehaviour
{
    protected override void Execute(BinaryMessage message)
    {
        var keyvalue = message.Body.Deserialize<KeyValuePair<long, bool>>();
        if (CurrentUserInfo.room.Id == keyvalue.Key)
        {
            if (GetComponent<MainPanel>())
            {
                CurrentUserInfo.room.IsDrillStart = keyvalue.Value;
                //自己是导调组
                if (CurrentUserInfo.room.Owner.UserInfo.Id == CurrentUserInfo.mySelf.Id)
                {
                    RoleUICtrl.Instance.ShowRoleUI();
                }
                else if (CurrentUserInfo.role==Role.观察团)
                {
                    RoleUICtrl.Instance.ShowRoleUI();
                }
                else 
                {//其他人禁用toggle
                    //if (FindObjectOfType<ReadyToggle>())
                    //    FindObjectOfType<ReadyToggle>().GetComponent<Toggle>().interactable = false;
                    if (transform.parent.Find("RoomInfoPanel/ReadyToggle").GetComponent<ReadyToggle>())
                    {
                        transform.parent.Find("RoomInfoPanel/ReadyToggle").GetComponent<Toggle>().interactable = false;
                    }

                    //导调组点击右下角开始,进入演练后,其他客户端不能返回
                    transform.parent.Find("TopPanel/BackPanel/BackShow").GetComponent<Toggle>().isOn = false;
                    //transform.parent.Find("TopPanel/BackPanel/BackShow").GetComponent<Toggle>().interactable = false;
                }

                //如果是加载灾情库,加载灾情库信息,并同步
                if(GameSettings.othersSettings.isSelectedDisaster)
                {
                    GameObject.Find("DisasterLoad").GetComponent<DisasterLoad>().LoadDisaster();
                }
            }
        }

    }
}