YanCheng_Metrology/Assets/Scripts/Project/Objects/Device/Device_Mobile.cs

95 lines
2.8 KiB
C#

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 triggerID = 5005;
private HighlightEffect _highlight;
private void Awake()
{
_highlight = GetComponent<HighlightEffect>();
//注册状态初始化回调
StepStateControl.instance.AddStepStateBase(new int[]{3001,3002 },"手机", para =>
{
downIndex = int.Parse(para);
});
}
private void Start()
{
GameManager.EventMgr.AddEventListener<int>(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID);
}
private void SwitchSubProcessStepTriggerID(int arg0)
{
if (triggerID == 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;
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
{
GameManager.UIMgr.ShowPanel<UI_ReceiveTaskPanel>(E_UI_Layer.Mid, (panel) =>
{
panel.Init(triggerID);
});
downIndex++;
}
break;
case 1:
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
_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<int>(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID);
}
}