using AX.Serialization; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using AX.NetworkSystem; public class DisasterSaveWin : MonoBehaviour { private InputField inputField; private InputField inputField1; // Use this for initialization void Start () { inputField = transform.Find("InputField").GetComponent(); inputField1 = transform.Find("InputField (1)").GetComponent(); } // Update is called once per frame void Update () { } public void DisasterSaveSure() { if (inputField.text == "") { LoadPromptWin.Instance.LoadTextPromptWindow("请输入灾情名称",1f); return; } if (inputField1.text == "") { LoadPromptWin.Instance.LoadTextPromptWindow("请输入灾情简介", 1f); return; } //向服务器提交灾情元数据 DisasterLibrary disasterLibrary = new DisasterLibrary(); //这里添加上场景名,各个不同的场景使用同一个服务器创建灾情的时候就不会出现重名的情况。 disasterLibrary.DisasterName = GameSettings.othersSettings.mapname+inputField.text; disasterLibrary.SceneType = GameSettings.disasterSetting.mapType.sceneType.ToString(); disasterLibrary.SceneName = GameSettings.disasterSetting.mapType.unit.ToString(); disasterLibrary.UnitName = GameSettings.disasterSetting.mapType.name; disasterLibrary.UserId = CurrentUserInfo.mySelf.Id; disasterLibrary.OrganizationId = CurrentUserInfo.mySelf.OrganizationId; //把灾情简介记录到灾情文件数据类里 DisasterLibraryFile.Instance.DisasterIntro = inputField1.text; NetworkManager.Default.SendRequestAsync("DISASTER_METADATA_SAVE_REQUEST",disasterLibrary); } public void DisasterSaveCancel() { DisasterLibraryFile.Instance.Reset(); transform.gameObject.SetActive(false); } }