using UnityEngine; using System.Collections; using AX.MessageSystem; public class PageEventShow : MonoBehaviour { /// /// 用于Page键盘事件挂在shinei上 /// private int MinCeng; private int MaxCeng; public BuildType buildType; void Awake() { //寻找建筑的最高层和最底层 ArrayList Array=new ArrayList(); if (MySceneManager.GetActiveScene().name.Equals("11")) { foreach (Transform child in this.transform) { if (child.name.Contains("qian")) { foreach (Transform childs in child) { int Num_ = int.Parse(childs.name.Substring(3)); Array.Add(Num_); } } if (child.name.Contains("hou")) { foreach (Transform childs in child) { int Num_ = int.Parse(childs.name.Substring(3)); Array.Add(Num_); } } } } else { foreach (Transform child in this.transform) { int Num = int.Parse(child.name.Substring(3)); Array.Add(Num); } } Array.Sort(); MinCeng=(int)Array[0]; MaxCeng = (int)Array[Array.Count-1]; MessageDispatcher.AddListener("SELECTFLOOR_EVENT", SelectFloor); } void OnDestroy() { MessageDispatcher.RemoveListener("SELECTFLOOR_EVENT", SelectFloor); } private void SelectFloor(IMessage message) { if (buildType == (BuildType)message.Sender) { InputManager.Instance_.MinCeng = MinCeng; InputManager.Instance_.MaxCeng = MaxCeng+1; if (InputManager.Instance_.MaxCeng == 0) { InputManager.Instance_.MaxCeng = 0; } } } }