77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class MobileController : PermanentTriggerBase
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{
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public int downIndex = 0;
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protected override void OnAwake()
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{
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base.OnAwake();
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//注册状态初始化回调
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StepStateControl.instance.AddStepStateBase(new int[] { 3001, 3002 }, "手机", para =>
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{
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downIndex = int.Parse(para);
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});
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}
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protected override void OnMDown()
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{
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switch (downIndex)
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{
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case 0:
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_highlight.highlighted = false;
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if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
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{
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GameManager.UIMgr.ShowPanel<UI_ReceiveTaskPanel>(E_UI_Layer.Mid, (panel) =>
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{
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panel.Init(triggerID);
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});
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downIndex++;
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}
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break;
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case 1:
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if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
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{
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GameManager.UIMgr.ShowPanel<UI_SessionPanel>(E_UI_Layer.Mid, (panel) =>
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{
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panel.Init(triggerID);
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});
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//GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
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_highlight.highlighted = false;
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downIndex ++;
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}
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break;
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//case 2:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4003))
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// downIndex++;
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// break;
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//case 3:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4004))
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// downIndex++;
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// break;
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//case 4:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4005))
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// downIndex++;
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// break;
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//case 5:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4006))
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// downIndex++;
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// break;
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//case 6:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4007))
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// downIndex++;
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// break;
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}
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}
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}
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