using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using Toolset.UI;
using DG.Tweening;
///
/// 二级菜单管理
///
public class Menuitem : MonoBehaviour,IPointerClickHandler
{
public BaseConf conf_child;//子菜单配置文件
public Text text_cn;//药材名
public Text text_lt;//拉丁名
public Text text_title;//标题
public void OnPointerClick(PointerEventData eventData)
{
CarouselMenu carouselMenu = UI_manage.inst.Grid.GetComponent();
carouselMenu.OnPointerClick(eventData);//点击二级菜单转动
if (!UI_manage.inst.IsShow_synopsis)
{
AudioSource a = Camera.main.GetComponent();
a.clip = Resources.Load("纸卷轴8");
a.Play();
}
UI_manage.inst.conf_child = this.conf_child;//赋值:记录当前药材配置文件
UI_manage.inst.synopsis_parent.SetActive(true);//显示简介父类
if (!UI_manage.inst.IsShow_synopsis) UI_manage.inst.Synopsis_bt_onClick(false);//如果卷轴关闭则展开
if (UI_manage.inst.FBX_obj.transform.childCount!=0)
{
DestroyImmediate(UI_manage.inst.FBX_obj.transform.GetChild(0).gameObject);
}
UI_manage.inst.show3D.gameObject.SetActive(true);
text_title.gameObject.SetActive(true);
text_cn.gameObject.SetActive(true);
text_lt.gameObject.SetActive(true);
UI_manage.inst.text_synopsis.gameObject.SetActive(true);
UI_manage.inst.Image_show.gameObject.SetActive(true);
GameObject go= Instantiate(conf_child.go, UI_manage.inst.FBX_obj.transform);//实例化药材模型
UI_manage.inst.FBX_pos = go.transform.localPosition;
//go.transform.localPosition = conf_child.go.transform.localPosition;
//go.AddComponent();
UI_manage.inst.FBX_obj.SetActive(false);
UI_manage.inst.IsShow_synopsis = true;
text_cn.text = conf_child.name_CN;
text_lt.text = conf_child.name_LT;
UI_manage.inst.text_synopsis.text = conf_child.synopsis;
Transform t = UI_manage.inst.text_synopsis.transform.parent;
t.localPosition = new Vector3(t.localRotation.x, 0, 0);//保持简介内容置顶
UI_manage.inst.synopsis_bt.interactable = true;
UI_manage.inst.Image_show.overrideSprite = conf_child.go_img[0];
UI_manage.inst.Image_show.SetNativeSize();
UI_manage.inst.IsShow3D = false;
}
///
/// 点击上下按钮切换显示信息并记录当前药材配置文件
///
///
public void OnPointerClick(BaseConf conf_child)
{
UI_manage.inst.conf_child = conf_child;//赋值:记录当前药材配置文件
//UI_manage.inst.synopsis_parent.SetActive(true);//显示简介父类
if (!UI_manage.inst.IsShow_synopsis) UI_manage.inst.Synopsis_bt_onClick(UI_manage.inst.IsShow_synopsis);//如果卷轴关闭则展开
if (UI_manage.inst.FBX_obj.transform.childCount != 0)
{
Destroy(UI_manage.inst.FBX_obj.transform.GetChild(0).gameObject);
}
UI_manage.inst.show3D.gameObject.SetActive(true);
if (UI_manage.inst.synopsis_parent.activeSelf)
{
text_title.gameObject.SetActive(true);
UI_manage.inst.text_synopsis.gameObject.SetActive(true);
}
text_cn.gameObject.SetActive(true);
text_lt.gameObject.SetActive(true);
UI_manage.inst.Image_show.gameObject.SetActive(true);
GameObject go = Instantiate(conf_child.go, UI_manage.inst.FBX_obj.transform);//实例化药材模型
UI_manage.inst.FBX_pos = go.transform.localPosition;
//go.transform.localPosition = conf_child.go.transform.localPosition;
//go.AddComponent();
UI_manage.inst.FBX_obj.SetActive(false);
//UI_manage.inst.IsShow_synopsis = true;
text_cn.text = conf_child.name_CN;
text_lt.text = conf_child.name_LT;
UI_manage.inst.text_synopsis.text = conf_child.synopsis;
Transform t = UI_manage.inst.text_synopsis.transform.parent;
t.localPosition = new Vector3(t.localRotation.x, 0, 0);//保持简介内容置顶
UI_manage.inst.synopsis_bt.interactable = true;
UI_manage.inst.Image_show.overrideSprite = conf_child.go_img[0];
UI_manage.inst.Image_show.SetNativeSize();
UI_manage.inst.IsShow3D = false;
//UI_manage.inst.IsShow_synopsis = UI_manage.inst.synopsis_parent.activeSelf;
}
private void Awake()
{
UI_manage.inst.show3D.gameObject.SetActive(false);
UI_manage.inst.exe_off_img_parent.SetActive(false);
UI_manage.inst.FBX_obj.SetActive(false);
text_title.gameObject.SetActive(true);
text_cn.gameObject.SetActive(true);
text_lt.gameObject.SetActive(true);
UI_manage.inst.text_synopsis.gameObject.SetActive(false);
//UI_manage.inst.Image_show.gameObject.SetActive(false);
//exe_off_img.gameObject.SetActive(true);
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}