using AX.MessageSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using UnityEngine.UI; public class DisasterTitle : MonoBehaviour { public GameObject DisaterContent; private void Awake() { MessageDispatcher.AddListener("LOAD_UIDISASTER", LoadUIDisaster); } private void OnDestroy() { MessageDispatcher.RemoveListener("LOAD_UIDISASTER", LoadUIDisaster); } private void LoadUIDisaster(IMessage obj) { 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 //foreach (Transform item in DisaterContent.transform) //{ // item.GetComponent().interactable = false; //} } else { if (!GameSettings.disasterSetting.isEdit) {//若是灾情库设置模式的查看,则不可以修改 foreach (Transform item in DisaterContent.transform) { item.GetComponent().interactable = false; } } else { //若是灾情库设置模式的编辑,则可以修改 } } } } // Use this for initialization void Start () { if (GameSettings.othersSettings.SceneType == SceneType.化工建筑) { DisaterContent.transform.Find("FireLiquidLevel").gameObject.SetActive(true); DisaterContent.transform.Find("FlowLeak").gameObject.SetActive(true); DisaterContent.transform.Find("SplashLeak").gameObject.SetActive(true); } else { DisaterContent.transform.Find("FireLiquidLevel").gameObject.SetActive(false); DisaterContent.transform.Find("FlowLeak").gameObject.SetActive(false); DisaterContent.transform.Find("SplashLeak").gameObject.SetActive(false); } } // Update is called once per frame void Update () { } }