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51 lines
1.4 KiB
51 lines
1.4 KiB
4 years ago
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using System.Collections;
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using System.Collections.Generic;
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using AX.Network.Protocols;
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using AX.Serialization;
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using UnityEngine;
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using UnityEngine.UI;
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public class DISASTER_EDITOR_RIGHT_SYNC : NetworkMessageBehaviour
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{
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private Toggle toggle;
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public List<Selectable> toolsUI;
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protected override void Execute(BinaryMessage message)
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{
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var editorRightStruct = message.Body.Deserialize<EditorRightStruct>();
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if (editorRightStruct.disasterID == DisasterManager.disaster.Id)
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{
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toggle.interactable = !editorRightStruct.controlRight;
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SetInteractable(toggle.interactable);
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}
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}
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// Use this for initialization
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void Start ()
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{
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toggle = GetComponent<Toggle>();
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}
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// Update is called once per frame
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void Update () {
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}
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private void hideWindow()
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{
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TeamNameSetting.GetInstance.Close();
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if(GameObject.Find("WeatherSettingPanel")!=null)
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GameObject.Find("WeatherSettingPanel").GetComponent<WeatherSettingManager>().TianQiCancelBtnClick();
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if (GameObject.Find("TheTipWindow"))
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{
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GameObject.Find("TheTipWindow").GetComponent<TipWindowManager>().DestroyWindow();
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}
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}
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public void SetInteractable(bool value)
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{
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for (int i = 0; i < toolsUI.Count; i++)
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{
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toolsUI[i].interactable = toggle.interactable;
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}
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hideWindow();
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}
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}
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