HKMBFZ/Assets/Scripts/Szz_Scripts/UI/181/SheJiShiShiPage.cs

151 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SheJiShiShiPage : UIPageBtnEventBase
{
public List<GameObject> myPages = new List<GameObject>();
private void OnEnable()
{
enter181 = FindObjectOfType<Enter181Page>();
}
public override void OnF1Click()
{
base.OnF1Click();
OpenPage(0);
}
public override void OnF2Click()
{
base.OnF2Click();
OpenPage(1);
}
public override void OnF3Click()
{
base.OnF3Click();
OpenPage(2);
}
public override void OnF4Click()
{
base.OnF4Click();
OpenPage(3);
}
public override void OnF5Click()
{
base.OnF5Click();
enter181.OnShow();
ResetPage(myPages);
//gameObject.SetActive(false);
Debug.Log("desssss");
Destroy(gameObject);
}
void OpenPage(int index)
{
if (myPages[currentIndex] != null) //如果有物体被打开,则不执行切换逻辑
return;
myPages[index].SetActive(true);
currentIndex = index;
}
void OperationByPageNameF1()
{
switch (myPages[currentIndex].name)
{
case"诸元方式":
break;
case "坐标方式":
break;
case "射击修正":
break;
case "整理成果":
break;
default:
break;
}
}
private int currentIndex = 0;
/// <summary>
/// 切换到下一个元素
/// </summary>
public void Next()
{
if (myPages == null || myPages.Count == 0) return;
// 如果是最后一个元素,则不进行操作
if (currentIndex >= myPages.Count - 1) return;
// 隐藏当前元素
if (myPages[currentIndex] != null)
myPages[currentIndex].SetActive(false);
currentIndex++;
// 显示下一个元素
if (myPages[currentIndex] != null)
myPages[currentIndex].SetActive(true);
}
/// <summary>
/// 切换到上一个元素
/// </summary>
public void Previous()
{
if (myPages == null || myPages.Count == 0) return;
// 如果是第一个元素,则不进行操作
if (currentIndex <= 0) return;
// 隐藏当前元素
if (myPages[currentIndex] != null)
myPages[currentIndex].SetActive(false);
currentIndex--;
// 显示上一个元素
if (myPages[currentIndex] != null)
myPages[currentIndex].SetActive(true);
}
public Enter181Page enter181;
void ResetPage(List<GameObject> targets)
{
DeactivateAllObjects(myPages);
}
public void DeactivateAllObjects(List<GameObject> targetObjects)
{
foreach (var obj in targetObjects.Where(obj => obj != null))
{
obj.SetActive(false);
foreach (Transform child in obj.transform)
{
child.gameObject.SetActive(false);
}
}
}
}