贺州人民医院电子沙盘
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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");
}
}
}
}