上海苏宁宝丽嘉酒店,2020.11.17 15:30改为单机版本,以后合成单机版本可以以此版本为模板
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4 years ago
using AX.InputSystem;
using AX.MessageSystem;
using System;
using UnityEngine;
using UnityEngine.UI;
public class WaterFlowAttribute : ResourceLoadPanel<WaterFlowAttribute>
{
public Toggle WaterStraightToggle;
public Toggle WaterFlowerToggle;
public Toggle WaterFogToggle;
public Button ConfirmButton;
ParticleTypeCmdArgs ParticleTypeCmdArgs;
void Awake()
{
WaterStraightToggle.onValueChanged.AddListener(WaterStraight);
WaterFlowerToggle.onValueChanged.AddListener(WaterFlower);
WaterFogToggle.onValueChanged.AddListener(WaterFog);
ConfirmButton.onClick.AddListener(Confirm);
MessageDispatcher.AddListener("SelectChange", RadioSelect);
}
private void RadioSelect(IMessage obj)
{
if (gameObject.activeSelf)
gameObject.SetActive(false);
}
private void OnDestroy()
{
MessageDispatcher.RemoveListener("SelectChange", RadioSelect);
}
private void Confirm()
{
MessageDispatcher.SendMessage("CHANGE_PARTICLE_TYPE_COMMAND", ParticleTypeCmdArgs);
gameObject.SetActive(false);
}
public void Show(ParticleEnum ParticleType)
{
switch (ParticleType)
{
case ParticleEnum.None:
WaterStraightToggle.isOn = true;
break;
case ParticleEnum.WaterStraight:
WaterStraightToggle.isOn = true;
break;
case ParticleEnum.WaterFlower:
WaterFlowerToggle.isOn = true;
break;
case ParticleEnum.WaterFog:
WaterFogToggle.isOn = true;
break;
case ParticleEnum.Froth:
WaterStraightToggle.isOn = true;
break;
case ParticleEnum.DryPowder:
WaterStraightToggle.isOn = true;
break;
default:
WaterStraightToggle.isOn = true;
break;
}
}
private void WaterFog(bool arg0)
{
if (arg0)
ParticleTypeCmdArgs = new ParticleTypeCmdArgs() { ParticleType = ParticleEnum.WaterFog };
}
private void WaterFlower(bool arg0)
{
if (arg0)
ParticleTypeCmdArgs = new ParticleTypeCmdArgs() { ParticleType = ParticleEnum.WaterFlower };
}
private void WaterStraight(bool arg0)
{
if (arg0)
ParticleTypeCmdArgs = new ParticleTypeCmdArgs() { ParticleType = ParticleEnum.WaterStraight };
}
}