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