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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class PanDuan : BaseView
{
public bool[] =new bool[1];
public int index;
//public GameObject 提交完毕;
public GameObject next;
public Button btn_;
void Start()
{
if (.Length == 0)
{
= new bool[] { false };
}
//GameObject CtrlWnd = GetChild(transform, "CtrlWnd");
//btn_提交 = GetChild<Button>(CtrlWnd.transform, "SubmitBtn");
// btn_已作答提交 = GetChild<Button>(提交完毕.transform, "OK");
btn_.onClick.RemoveAllListeners();
// btn_已作答提交.onClick.RemoveAllListeners();
AddListener(btn_, );
//AddListener(btn_已作答提交, 确认提交);
}
public void ()
{
GameRoot.SubmitOprerationAnswer(Windows.Instance., Windows.Instance., );
// Windows.Instance.提交中.SetActive(true);
Windows.Instance.++;
//gameObject.SetActive(false);
if (next==null)
{
gameObject.SetActive(true);
GameRoot.SubmitPassState(Windows.Instance., true);
remake.a = 0;
remakeTwo.a = 0;
GameRoot.ReturnMenu();
//提交完毕.gameObject.SetActive(true);
}
}
public void SetButton(bool bo)
{
[index] = bo;
index++;
Debug.LogError("设置选项为" + bo);
}
public void SetButtonOne(bool bo)
{
if (EventSystem.current.currentSelectedGameObject.GetComponent<Toggle>() != null)
{
if (EventSystem.current.currentSelectedGameObject.GetComponent<Toggle>().isOn)
{
[index] = bo;
if (bo)
{ Debug.LogError("设置选项为" + bo); }
}
}
else
{
[index] = bo;
if (bo)
{ Debug.LogError("设置选项为" + bo); }
}
}
public void SetOne(bool bo)
{
[index] = bo;
if (bo)
{ Debug.LogError("设置选项为" + bo); }
}
}