using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using AX.NetworkSystem; using AX.MessageSystem; using UnityEngine.UI; public struct FireDeployLeftSYNCData { public string modeName; public string modeItemName; public bool selected; } public class FireDepolySYNCInfo { public List fireDeployLeftSYNCDatas = new List(); public FireDeployCameraSYNCData fireDeployCameraSYNCData = new FireDeployCameraSYNCData(); public List fireDeploySYNCDATAs = new List(); } public class FireDeploySend : BaseButton { public static FireDeploySend Instance; FireDepolySYNCInfo fireDepolySYNCInfo; public List receivers = new List(); public Transform Content; private void Start() { Instance = this; Content = transform.parent.Find("Scroll View/Viewport/Content"); } public override void RespondFun() { fireDepolySYNCInfo = new FireDepolySYNCInfo(); fireDepolySYNCInfo.fireDeployCameraSYNCData.targetPos = GameObject.Find("FireDeployCamera").GetComponent().target.position; fireDepolySYNCInfo.fireDeployCameraSYNCData.cameraSize = GameObject.Find("FireDeployCamera").GetComponent().orthographicSize; fireDepolySYNCInfo.fireDeployLeftSYNCDatas.Clear(); MessageDispatcher.SendMessage("GET_DEPLOY_LEFT_SYNCDATA"); fireDepolySYNCInfo.fireDeploySYNCDATAs.Clear(); MessageDispatcher.SendMessage("GET_DEPLOY_SYNCDATA"); receivers.Clear(); foreach (Transform item in Content) { if (item.GetComponent().isOn) {//作战部署信息发送给选中的中队,及他的上下级,(默认发给导调组,观察团) receivers.Add(item.GetComponent().receiverUser); } } foreach (UserData user in receivers) { NetworkManager.Default.SendAsync("FIREDEPLOY_SYNC", new KeyValuePair(user.UserInfo.Id, fireDepolySYNCInfo)); } } public void AddFireDeploySYNCDATA(FireDeploySYNCDATA syncData) { fireDepolySYNCInfo.fireDeploySYNCDATAs.Add(syncData); } public void AddFireDeployLeftSYNCData(FireDeployLeftSYNCData syncData) { fireDepolySYNCInfo.fireDeployLeftSYNCDatas.Add(syncData); } private void Update() { if (!CurrentUserInfo.generalCommanding) { transform.GetComponent