using AX.MessageSystem; using AX.NetworkSystem; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class SetLiquipdata { /// /// 全液面火Id /// public long LiquipId; /// /// 时间 /// public string time; } public class FireLiquipPanel : BaseAttributeSet { private InputFieldRecordByAC Minput; private InputFieldRecordByAC Sinput; private ButtonRecordByAC Sure; private ButtonRecordByAC Cancel; private Text Error; private int Mtime; private int Stime; private int SetTime; private static FireLiquipPanel instance; public static FireLiquipPanel Instance { get { if (instance == null) { GameObject obj = Resources.Load("Common/FireLiquipPanel"); GameObject clone = Instantiate(obj, GameObject.Find("Canvas").transform); clone.transform.SetAsLastSibling(); clone.name = "FireLiquipPanel"; clone.transform.position = Vector3.zero; instance = clone.GetComponent(); instance.Init(); } return instance; } } void Init() { Minput = transform.Find("MInputField").GetComponent(); Sinput = transform.Find("SInputField").GetComponent(); Sure = transform.Find("SureButton").GetComponent(); Cancel = transform.Find("CancelButton").GetComponent(); Minput.OutInterFaceInPutField = MinputChange; Sinput.OutInterFaceInPutField = SinputChange; Sure.OutInterFaceButton = SureClick; Cancel.OutInterFaceButton = CancelClick; } public override void OnDisable() { base.OnDisable(); Close(); } public override void OpenPanel() { base.OpenPanel(); LoadUIDisaster(); gameObject.SetActive(true); } private void LoadUIDisaster() { if (GameSettings.othersSettings.isSelectedDisaster) { if (GameSettings.othersSettings.mode != Mode.DisasterManagement) {//若是练习或演习模式进入导调组界面,则不可以修改 //Minput.GetComponent().interactable = false; //Sinput.GetComponent().interactable = false; //Sure.GetComponent