大连中石油电子沙盘
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using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StorageTankSystemUI : ResourceLoadPanel<StorageTankSystemUI>
{
public Toggle WaterSpraySystemToggle;
public Toggle FrothGeneratorToggle;
public Button ConfirmButton;
private Action EStorageTankSystem;
List<StorageTankSystemRecordData> Data = new List<StorageTankSystemRecordData>();
void Awake()
{
WaterSpraySystemToggle.onValueChanged.AddListener(WaterSpraySystem);
FrothGeneratorToggle.onValueChanged.AddListener(FrothGenerator);
ConfirmButton.onClick.AddListener(Confirm);
EStorageTankSystem += () =>
{
foreach (var item in Data)
{
MessageDispatcher.SendMessage("StorageTankSystemSwitch", item);
}
};
}
private void OnDestroy()
{
}
private void Confirm()
{
gameObject.SetActive(false);
if (Data.Count != 0)
{
EStorageTankSystem();
}
Data.Clear();
}
public void Show(OutFireSystem OutFireSystem)
{
switch (OutFireSystem)
{
case OutFireSystem.FrothGenerator:
FrothGeneratorToggle.isOn = true;
break;
case OutFireSystem.WaterSpraySystem:
WaterSpraySystemToggle.isOn = true;
break;
default:
break;
}
}
StorageTankSystemRecordData WaterSpraySystemdata=new StorageTankSystemRecordData();
private void WaterSpraySystem(bool arg0)
{
if (!Data.Contains(WaterSpraySystemdata))
Data.Add(WaterSpraySystemdata);
WaterSpraySystemdata.OutFireSystem = OutFireSystem.WaterSpraySystem;
WaterSpraySystemdata.Switch = arg0;
}
StorageTankSystemRecordData FrothGeneratordata=new StorageTankSystemRecordData();
private void FrothGenerator(bool arg0)
{
if (!Data.Contains(FrothGeneratordata))
Data.Add(FrothGeneratordata);
FrothGeneratordata.OutFireSystem = OutFireSystem.FrothGenerator;
FrothGeneratordata.Switch = arg0;
}
}