using HighlightPlus; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class Device_Mobile : MonoBehaviour { public int downIndex = 0; public int modelID = 5005; public int currentSubProcessStepID = -1; //public List subProcessStepID = new List(); private HighlightEffect _highlight; private void Awake() { //subProcessStepID = GameManager.DataMgr.GetSubProcessStepIDByToolID(modelID); _highlight = GetComponent(); } private void Start() { GameManager.EventMgr.AddEventListener(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID); } private void SwitchSubProcessStepTriggerID(int arg0) { if (modelID == arg0) { _highlight.highlighted = true; Debug.Log("我应该提示"); } } private void OnMouseDown() { if (EventSystem.current.IsPointerOverGameObject()) return; switch (downIndex) { case 0: _highlight.highlighted = false; GameManager.UIMgr.ShowPanel(E_UI_Layer.Mid, (panel) => { panel.Init(modelID); }); downIndex++; break; case 1: //GameManager.UIMgr.ShowPanel(E_UI_Layer.Mid, (panel) => //{ // panel.Init(modelID); //}); GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId, modelID); _highlight.highlighted = false; downIndex = 0; 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; } } private void OnMouseExit() { } private void OnDestroy() { GameManager.EventMgr.RemoveEventListener(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID); } }