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58 lines
2.2 KiB
58 lines
2.2 KiB
4 years ago
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using AX.InputSystem;
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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.UI;
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public class ShowFightDeployWin : BaseToggle
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{
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private void Awake()
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{
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transform.parent.Find("NumImage").gameObject.SetActive(false);
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}
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public override void OnEnable()
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{
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base.OnEnable();
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//再到场之前接收过作战部署消息,到场后显示消息提醒
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if (GameObject.Find("Canvas").GetComponent<FIREDEPLOY_SYNC>().fireDepolySYNCInfo != null)
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{//到场之前接收过作战部署消息,到场后fireDepolySYNCInfo不为null
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transform.parent.Find("NumImage").gameObject.SetActive(true);
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}
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}
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public override void RespondFun(bool value)
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{
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//显示作战部署窗口
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if (value)
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{
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GameObject.Find("Canvas").transform.Find("OperationalPreparations").gameObject.SetActive(true);
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GameObject.Find("Canvas/OperationalPreparations/Clonse").GetComponent<FireDeployClose>().gameObjId =
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transform.GetComponent<BaseGameObjInfo>().gameObjID;
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//打开时隐藏作战部署消息提醒标识
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transform.parent.Find("NumImage").gameObject.SetActive(false);
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//打开作战部署窗口时,自动取消场景中物体的选中,
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//避免删除作战部署图标时,也会删除场景中选中物体,且造成删除作战部署图标报数据类型错误(因用的一样的删除命令)
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if (SelectedObjs.selectedObj || SelectedObjs.selectedCharacters.Count != 0)
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{
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CancelSelectedCommand.Instance.Execute(0, new CmdArgs());
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}
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}
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else
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{
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//关掉作战部署面板时,需要重置克隆类型,
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//避免造成InputManager中cloneObjType == CloneObjType.None情况下几个方法的执行
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InputManager.cloneObjType = CloneObjType.None;
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GameObject.Find("Canvas/OperationalPreparations/Clonse").GetComponent<FireDeployClose>().gameObjId = -1;
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GameObject.Find("Canvas").transform.Find("OperationalPreparations").gameObject.SetActive(false);
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}
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}
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}
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