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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using AX.NetworkSystem;
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public class DisasterDelete : MonoBehaviour {
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public MapType mapType;
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private Text hints;
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public long disasterMetaDataId;
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// Use this for initialization
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void Start () {
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GetComponent<Button>().onClick.AddListener(DeleteDisaster);
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hints = transform.parent.parent.parent.Find("Hints").GetComponent<Text>();
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}
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private void OnDestroy()
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{
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GetComponent<Button>().onClick.RemoveListener(DeleteDisaster);
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}
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private void DeleteDisaster()
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{
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if (mapType == null)
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{
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hints.text = "请选灾情!";
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return;
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}
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LoadPromptWin.Instance.LoadTipWindow("确定删除此灾情?", Sure, null);
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}
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private void Sure()
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{
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/*
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* TODO:向服务器发送删除灾情请求:删除灾情元数据和灾情具体数据文件
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*
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* */
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NetworkManager.Default.SendRequestAsync("DELETE_DISASTER_REQUEST", disasterMetaDataId);
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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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}
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