using AX.InputSystem; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ShowFightDeployWin : BaseToggle { private void Awake() { transform.parent.Find("NumImage").gameObject.SetActive(false); } public override void OnEnable() { base.OnEnable(); //再到场之前接收过作战部署消息,到场后显示消息提醒 if (GameObject.Find("Canvas").GetComponent().fireDepolySYNCInfo != null) {//到场之前接收过作战部署消息,到场后fireDepolySYNCInfo不为null transform.parent.Find("NumImage").gameObject.SetActive(true); } } public override void RespondFun(bool value) { //显示作战部署窗口 if (value) { GameObject.Find("Canvas").transform.Find("OperationalPreparations").gameObject.SetActive(true); GameObject.Find("Canvas/OperationalPreparations/Clonse").GetComponent().gameObjId = transform.GetComponent().gameObjID; //打开时隐藏作战部署消息提醒标识 transform.parent.Find("NumImage").gameObject.SetActive(false); //打开作战部署窗口时,自动取消场景中物体的选中, //避免删除作战部署图标时,也会删除场景中选中物体,且造成删除作战部署图标报数据类型错误(因用的一样的删除命令) if (SelectedObjs.selectedObj || SelectedObjs.selectedCharacters.Count != 0) { CancelSelectedCommand.Instance.Execute(0, new CmdArgs()); } } else { //关掉作战部署面板时,需要重置克隆类型, //避免造成InputManager中cloneObjType == CloneObjType.None情况下几个方法的执行 InputManager.cloneObjType = CloneObjType.None; GameObject.Find("Canvas/OperationalPreparations/Clonse").GetComponent().gameObjId = -1; GameObject.Find("Canvas").transform.Find("OperationalPreparations").gameObject.SetActive(false); } } }