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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UnityEditor.Progress;
public class JiShuZhenDiPage : UIPageBtnEventBase
{
public List<GameObject> myPages=new List<GameObject>();
public override void OnF1Click()
{
base.OnF1Click();
F1Event();
//F1需要根据不同的界面执行不同的逻辑待定
}
public override void OnF2Click()
{
base.OnF2Click();
//F2需要根据不同的界面执行不同的逻辑待定
}
public override void OnF3Click()
{
base.OnF3Click();
//F3是上一页
Previous();
}
public override void OnF4Click()
{
base.OnF4Click();
Next();
}
/// <summary>
/// 本界面的F1设置
/// </summary>
void F1Event()
{
switch (myPages[currentIndex].name)
{
case "1-系统巡检":
myPages[currentIndex].transform.GetChild(0).gameObject.SetActive(false);
myPages[currentIndex].transform.GetChild(1).gameObject.SetActive(true);
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);
}
}