using AX.MessageSystem;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using UnityEngine.UI;
using AX.InputSystem;
using AX.NetworkSystem;

public class FireDepolyObjDelete : MonoBehaviour {

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
		
	}

    void OnEnable()
    {
        MessageDispatcher.AddListener("DELETE_COMMAND", FireDeployObjDeleted);
    }

    void OnDisable()
    {
        MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted);
    }

    void OnDestroy()
    {
        MessageDispatcher.RemoveListener("DELETE_COMMAND", FireDeployObjDeleted);
    }

    private void FireDeployObjDeleted(IMessage obj)
    {
        var data = (FireDeployObjDeleteCmdArgs)obj.Data;

        if (data.gameObjId == transform.GetComponent<BaseGameObjInfo>().gameObjID)
        {
            if (transform.Find("Toggle"))
            {
                if (transform.Find("Toggle").GetComponent<Toggle>().isOn)
                {
                    EntitiesManager.Instance.DeleteObj(gameObject);

                    //删除同步
                    ObjDelectSyncData arg = new ObjDelectSyncData();
                    arg.SendUserID = CurrentUserInfo.mySelf.Id;
                    arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
                    NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg);
                }
            }
            else
            {
                if (transform.GetComponent<Toggle>().isOn)
                {
                    EntitiesManager.Instance.DeleteObj(gameObject);

                    //删除同步
                    ObjDelectSyncData arg = new ObjDelectSyncData();
                    arg.SendUserID = CurrentUserInfo.mySelf.Id;
                    arg.gameObjID = gameObject.GetComponent<BaseGameObjInfo>().gameObjID;
                    NetworkManager.Default.SendAsync("FIREDEPOLYOBJ_DELETE_SYNC", arg);
                }
            }
        }
    }
}