using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class MobileController : PermanentTriggerBase { public int downIndex = 0; protected override void OnAwake() { base.OnAwake(); //注册状态初始化回调 StepStateControl.instance.AddStepStateBase(new int[] { 3001, 3002 }, "手机", para => { downIndex = int.Parse(para); }); } protected override void OnMDown() { switch (downIndex) { case 0: _highlight.highlighted = false; if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0) { GameManager.UIMgr.ShowPanel(E_UI_Layer.Mid, (panel) => { panel.Init(triggerID); }); downIndex++; } break; case 1: if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0) { GameManager.UIMgr.ShowPanel(E_UI_Layer.Mid, (panel) => { panel.Init(triggerID); }); //GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId); _highlight.highlighted = false; downIndex ++; } break; //case 2: // if (GameManager.ProcessMgr.CheckSubProcessSteps(4003)) // downIndex++; // break; //case 3: // if (GameManager.ProcessMgr.CheckSubProcessSteps(4004)) // downIndex++; // break; //case 4: // if (GameManager.ProcessMgr.CheckSubProcessSteps(4005)) // downIndex++; // break; //case 5: // if (GameManager.ProcessMgr.CheckSubProcessSteps(4006)) // downIndex++; // break; //case 6: // if (GameManager.ProcessMgr.CheckSubProcessSteps(4007)) // downIndex++; // break; } } }