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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SceneSlectedWnd : WindowBase
{
public int currentSlectedIndex = 0;
[Header("场景图片")]
public Transform sceneImgParent;
private Image[] sceneImages;
private Image[] scneMiaoBianImgs;
[Header("按钮")]
public Button EnterBtn;
public override void Init()
{
base.Init();
sceneImages = new Image[sceneImgParent.childCount];
scneMiaoBianImgs = new Image[sceneImgParent.childCount];
for (int i = 0; i < sceneImgParent.childCount; i++)
{
sceneImages[i]=sceneImgParent.GetChild(i).Find("Image").GetComponent<Image>();
scneMiaoBianImgs[i]= sceneImgParent.GetChild(i).Find("miaobian").GetComponent<Image>();
UIEventListener listener = sceneImages[i].gameObject.AddComponent<UIEventListener>();
listener.ID = i;
listener.onPointDown = () => {
SetSceneIndex(listener.ID);
};
}
EnterBtn.onClick.AddListener(() => {
switch (currentSlectedIndex)
{
case 0:
GameRoot.Instance.SetGameState(GameSateType.);
this.gameObject.SetActive(false);
break;
case 1:
GameRoot.Instance.AddTipQueue("此场景开发中");
break;
case 2:
GameRoot.Instance.AddTipQueue("此场景开发中");
break;
case 3:
GameRoot.Instance.AddTipQueue("此场景开发中");
break;
}
});
}
public void SetSceneIndex(int index)
{
currentSlectedIndex = index;
for (int i = 0; i < scneMiaoBianImgs.Length; i++)
{
if (i == index)
{
scneMiaoBianImgs[i].gameObject.SetActive(true);
}
else
{
scneMiaoBianImgs[i].gameObject.SetActive(false);
}
}
}
}