using System.Collections; using System.Collections.Generic; using UnityEngine; public class UI_DisassemblyAssemblyNoticePanel : BasePanel { public string triggerName; public void Init(string _triggerName) { triggerName = _triggerName; } protected override void OnClick(string btnName) { base.OnClick(btnName); switch (btnName) { case "Button_Close": GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true); GameManager.UIMgr.HidePanel(); break; } } }