还原stepstate triggerID 发射逻辑

This commit is contained in:
YangHua 2024-08-29 09:25:35 +08:00
parent f796755ef4
commit b15a843597
2 changed files with 7 additions and 7 deletions

View File

@ -60,7 +60,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 0
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
@ -195,7 +195,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 0
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:
@ -249,7 +249,7 @@ RectTransform:
m_AnchorMax: {x: 1, y: 1} m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0, y: 0} m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0} m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0.5, y: 0.5068044} m_Pivot: {x: 0.5, y: 0.5012299}
--- !u!222 &9083784722124570545 --- !u!222 &9083784722124570545
CanvasRenderer: CanvasRenderer:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -334,7 +334,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_RaycastTarget: 1 m_RaycastTarget: 0
m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
m_Maskable: 1 m_Maskable: 1
m_OnCullStateChanged: m_OnCullStateChanged:

View File

@ -80,14 +80,14 @@ public abstract class StepState : MonoBehaviour
GameManager.UIMgr.HidePanel<UI_LoadingPanel>(); GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
GameManager.RunModelMgr.SceneType = jumpSence; GameManager.RunModelMgr.SceneType = jumpSence;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence); GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
//GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID); GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
doStepState.Invoke(true); doStepState?.Invoke(true);
}); });
} }
else else
{ {
doStepState.Invoke(false); doStepState?.Invoke(false);
} }
} }