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; } } }