YanCheng_Metrology/Assets/Scripts/Project/Objects/Other/MobileController.cs

77 lines
2.4 KiB
C#

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<UI_ReceiveTaskPanel>(E_UI_Layer.Mid, (panel) =>
{
panel.Init(triggerID);
});
downIndex++;
}
break;
case 1:
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
{
GameManager.UIMgr.ShowPanel<UI_SessionPanel>(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;
}
}
}