using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; //using static UnityEngine.SpatialTracking.TrackedPoseDriver; public class UI_FaultSelectionRegistrationPanel : BasePanel { public FaultOptions faultOptions = new FaultOptions(); [HideInInspector] public Transform leftFaultGroup = null; [HideInInspector] public Transform rightFaultGroup = null; [HideInInspector] public Transform centerFaultGroup = null; public void Init() { faultOptions = JsonManager.Instance.LoadData("FaultOptions"); leftFaultGroup = this.transform.Find("BGImg/LeftImage/FaultGroup"); centerFaultGroup = this.transform.Find("BGImg/CenterGroup"); rightFaultGroup = this.transform.Find("BGImg/RightImage/FailureOptionsGroup"); Debug.Log("设备故障界面初始化"); InitializedUIIcon(); } /// /// 生成故障类型按钮 /// void InitializedUIIcon() { GameObject deviceType = Resources.Load("UI/UI_Item/UI_FaultSelectionRegistrationPanel/FailureOptionsRight"); faultOptions.dataFaultType.ForEach(type => { GameObject obj_DT = Instantiate(deviceType, leftFaultGroup); //Button btn_DT = obj_DT.GetComponent