using UniRx; using UnityEngine; public class EscapeStair { /// <summary> ///ID /// <summary> public string Id{get;set;} /// <summary> ///编号 /// <summary> public string Number{get;set;} /// <summary> ///宽度 /// <summary> public string Width{get;set;} /// <summary> ///通往层数 /// <summary> public string Layer{get;set;} } public class EscapeStairReactive:ISetData<EscapeStair> { /// <summary> ///Data /// <summary> private EscapeStair Data{get;set;}= new EscapeStair(); /// <summary> ///ID /// <summary> public ReactiveProperty<string> Id{get;set;}= new ReactiveProperty<string>(); /// <summary> ///编号 /// <summary> public ReactiveProperty<string> Number{get;set;}= new ReactiveProperty<string>(); /// <summary> ///宽度 /// <summary> public ReactiveProperty<string> Width{get;set;}= new ReactiveProperty<string>(); /// <summary> ///通往层数 /// <summary> public ReactiveProperty<string> Layer{get;set;}= new ReactiveProperty<string>(); public EscapeStairReactive() { Id.Subscribe(value => Data.Id= value); Number.Subscribe(value => Data.Number= value); Width.Subscribe(value => Data.Width= value); Layer.Subscribe(value => Data.Layer= value); } public void SetData(EscapeStair data) { Data = data; Id.Value = data.Id; Number.Value = data.Number; Width.Value = data.Width; Layer.Value = data.Layer; } public EscapeStair GetData() { return Data; } }