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62 lines
1.7 KiB
62 lines
1.7 KiB
4 years ago
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using AX.MessageSystem;
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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 OwnerToggle : BaseToggle
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{
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public Text label;
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/// <summary>
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/// 现在拥有力量
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/// </summary>
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public static List<GameObject> OwnerPowerNowList = new List<GameObject>();
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public long UserId;
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public override void RespondFun(bool value)
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{
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transform.parent.Find("OwnerPanel").gameObject.SetActive(value);
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if (value == true)
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{
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AllotButton.SelectUserId = UserId;
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}
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else
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{
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if (!GetComponent<Toggle>().group.AnyTogglesOn())
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{
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AllotButton.SelectUserId = 0;
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}
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}
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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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//分配完力量后,取消移交对象选中
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MessageDispatcher.AddListener("CancelAllocateSelectUserID", CancelToggleSelected);
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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MessageDispatcher.RemoveListener("CancelAllocateSelectUserID", CancelToggleSelected);
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}
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public override void OnDisable()
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{
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base.OnDisable();
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MessageDispatcher.RemoveListener("CancelAllocateSelectUserID", CancelToggleSelected);
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}
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public void Set(UserData owner,ToggleGroup group)
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{
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UserId = owner.UserInfo.Id;
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label = transform.Find("Label").GetComponent<Text>();
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label.text = owner.UserInfo.RealName;
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GetComponent<Toggle>().group = group;
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}
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void CancelToggleSelected(IMessage obj)
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{
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if (GetComponent<Toggle>())
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{
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GetComponent<Toggle>().isOn = false;
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}
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}
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}
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