using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 右侧菜单按钮
/// </summary>
public class UI_MenuPanel : BasePanel
{

    /// <summary>
    /// 存储创建出来的btn
    /// </summary>
    private List<GameObject> itemObjs =new List<GameObject>();

    /// <summary>
    /// 初始化
    /// </summary>
    public void Init() 
    {
        CreateMenuBtn(E_SceneType.Office);
    }

    /// <summary>
    /// 创建菜单按钮
    /// 根据所属空间创建 对应的按钮,
    /// 还需要根据需求设定是否激活
    /// </summary>
    private void CreateMenuBtn(E_SceneType type) 
    {
        //清空已经穿件出来的
        ClearMenuBtn();
        //获取所在场景中的btn数据
        switch (type)
        {
            case E_SceneType.Office:
                break;
            case E_SceneType.ToolRoom:
                break;
            case E_SceneType.Site:
                break;
        }

        //根据所在场景  创建新的btn 并记录
    }

    /// <summary>
    /// 清空创建出来的
    /// </summary>
    private void ClearMenuBtn()
    {
        if (itemObjs.Count == 0)
            return;
        for (int i = 0; i < itemObjs.Count; i++)
        {
            Destroy(itemObjs[i]);
        }
        itemObjs.Clear();
    }

    /// <summary>
    /// 显示面板
    /// </summary>
    public override void ShowMe()
    {
        GameManager.EventMgr.AddEventListener<E_SceneType>(Enum_EventType.SwitchScene, CreateMenuBtn);
    }

    /// <summary>
    /// 隐藏面板
    /// </summary>
    public override void HideMe()
    {
        GameManager.EventMgr.RemoveEventListener<E_SceneType>(Enum_EventType.SwitchScene, CreateMenuBtn);
    }

    /// <summary>
    /// 按钮点击
    /// </summary>
    /// <param name="btnName"></param>
    protected override void OnClick(string btnName)
    {
        switch (btnName)
        {
            case "":


                break;
        }
    }
}