YanCheng_Metrology/Assets/Scripts/Project/UI/UI_Panel/UI_DisassemblyAssemblyNotic...

45 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_DisassemblyAssemblyNoticePanel : BasePanel
{
public string triggerName;
public void Init(string _triggerName)
{
triggerName = _triggerName;
if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
{
GetControl<Button>("Button_Close").gameObject.SetActive(false);
}
}
public override void ShowMe()
{
base.ShowMe();
GameManager.EventMgr.EventTrigger<bool>(Enum_EventType.PlayerCanMove, false);
}
public override void HideMe()
{
base.HideMe();
GameManager.EventMgr.EventTrigger<bool>(Enum_EventType.PlayerCanMove, true);
}
protected override void OnClick(string btnName)
{
base.OnClick(btnName);
switch (btnName)
{
case "Button_Close":
GameManager.UIMgr.HidePanel<UI_DisassemblyAssemblyNoticePanel>();
break;
case "Button_Define":
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true) == 0)
{
ScoreManager.instance.Check(triggerName, null);
GameManager.UIMgr.HidePanel<UI_DisassemblyAssemblyNoticePanel>();
}
break;
}
}
}