using AX.InputSystem; using AX.MessageSystem; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ObjselecteEventReplay : MonoBehaviour { // Use this for initialization void Start () { MessageDispatcher.AddListener("ReplayEvent", ReplayEventSelect); } private void OnDestroy() { MessageDispatcher.RemoveListener("ReplayEvent", ReplayEventSelect); } private void ReplayEventSelect(IMessage obj) { var eventData = (EventData)obj.Data; // var hitObj = EntitiesManager.Instance.GetEntityByID(long.Parse(eventData.json)); // if (hitObj == gameObject) { if (eventData.eventType == RecordEventType.RadioSelect) { RadioSelectedCommand.Instance.Execute(long.Parse(eventData.json), (CmdArgs)null); } else if (eventData.eventType == RecordEventType.EscCancelSelected) { CancelSelectedCommand.Instance.Execute(0, (CmdArgs)null); } else if (eventData.eventType == RecordEventType.CancelObjSelected) { var hitObj = EntitiesManager.Instance.GetEntityByID(long.Parse(eventData.json)); MessageDispatcher.SendMessage(hitObj, "CANCEL_OBJ_SELECTED"); } else if (eventData.eventType == RecordEventType.ObjRectSelected) { var hitObj = EntitiesManager.Instance.GetEntityByID(long.Parse(eventData.json)); MessageDispatcher.SendMessage(hitObj, "OBJ_RECT_SELECTED"); } } } }