贺州人民医院电子沙盘
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using AX.NetworkSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class EditDisaster : MonoBehaviour
{
private Button editBtn;
private string oldName;
// Use this for initialization
void Start()
{
editBtn = GetComponent<Button>();
editBtn.onClick.AddListener(Edit);
}
private void Edit()
{
if (DisasterList.Instance.AnySelected() == false)
{
ResourceLoadWindow.Instance.LoadTextHintWindow("请选择灾情", 2);
return;
}
else
{
oldName = UpdateManager.Instance.selectedMsg.Name;
ResourceLoadWindow.Instance.LoadInputWindow("请编辑灾情名称", ConfirmNewName, null, UpdateManager.Instance.selectedMsg.Name);
}
}
private void ConfirmNewName(string disasterName)
{
//单机版注释下边ifelse
//if (oldName == disasterName) //名字没改
//{
// //先与服务端比对更新
// UpdateManager.Instance.Edit();
//}
//else //名字已改
//{
// UpdateManager.Instance.selectedMsg.Name = disasterName;
// NetworkManager.Default.SendAsync("UPDATE_DISASTER_INFO_REQUEST", UpdateManager.Instance.selectedMsg);
//}
//非单机版解开注释
if (oldName != disasterName)
{
UpdateManager.Instance.selectedMsg.Name = disasterName;
DisasterInfosManager.Instance.UpdateDisasterInfo(UpdateManager.Instance.selectedMsg.Id, UpdateManager.Instance.selectedMsg.Name);
}
UpdateManager.Instance.Edit();
oldName = "";
}
}