using AX.MessageSystem;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class OwnerToggle : BaseToggle
{
public Text label;
///
/// 现在拥有力量
///
public static List OwnerPowerNowList = new List();
public long UserId;
public override void RespondFun(bool value)
{
transform.parent.Find("OwnerPanel").gameObject.SetActive(value);
if (value == true)
{
AllotButton.SelectUserId = UserId;
}
else
{
if (!GetComponent().group.AnyTogglesOn())
{
AllotButton.SelectUserId = 0;
}
}
}
public override void OnEnable()
{
base.OnEnable();
//分配完力量后,取消移交对象选中
MessageDispatcher.AddListener("CancelAllocateSelectUserID", CancelToggleSelected);
}
public override void OnDestroy()
{
base.OnDestroy();
MessageDispatcher.RemoveListener("CancelAllocateSelectUserID", CancelToggleSelected);
}
public override void OnDisable()
{
base.OnDisable();
MessageDispatcher.RemoveListener("CancelAllocateSelectUserID", CancelToggleSelected);
}
public void Set(UserData owner,ToggleGroup group)
{
UserId = owner.UserInfo.Id;
label = transform.Find("Label").GetComponent();
label.text = owner.UserInfo.RealName;
GetComponent().group = group;
}
void CancelToggleSelected(IMessage obj)
{
if (GetComponent())
{
GetComponent().isOn = false;
}
}
}