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51 lines
1.5 KiB
51 lines
1.5 KiB
4 years ago
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using AX.MessageSystem;
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using AX.Network.Protocols;
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using AX.NetworkSystem;
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using AX.Serialization;
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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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public class InsiderFeedbackManager : MonoBehaviour {
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private static InsiderFeedbackManager instance;
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public static InsiderFeedbackManager Instance
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{
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get
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{
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return instance;
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}
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}
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public List<string> feedbacks = new List<string>();
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public GameObject itemPre;
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void Awake()
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{
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instance = this;
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itemPre = Resources.Load("InsiderFeedback/InsiderInfoItem") as GameObject;
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//NetworkMessageDispatcher.AddListener("GET_INSIDER_ANSWER_SYNC", addFeedback);
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}
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//每次打开界面都重新生成
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private void OnEnable()
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{
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for(int i = 0; i < transform.childCount; i++)
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{
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Destroy(transform.GetChild(i).gameObject);
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}
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foreach(string info in GET_INSIDER_ANSWER_SYNC.feedback)
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{
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addFeedback(info);
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}
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}
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void addFeedback(string info)
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{
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//var info = message.Body.Deserialize<string>();
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GameObject item = Instantiate(itemPre, transform);
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item.GetComponent<InsiderFeedbackItem>().Set(info);
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}
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/*void addFeedback(BinaryMessage message)
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{
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var info = message.Body.Deserialize<string>();
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GameObject item = Instantiate(itemPre, transform);
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item.GetComponent<InsiderFeedbackItem>().Set(info);
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}*/
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}
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