yyl
2025-05-19 b118ece3db250a5a257b60713da92234d8d5a57a
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//--------------------------------------------------------
//    [Author]:           第二世界
//    [  Date ]:           Friday, September 29, 2017
//--------------------------------------------------------
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
using UnityEngine.EventSystems;
 
    public class UIFuncOpen : MonoBehaviour, IPointerClickHandler
    {
        [SerializeField] int funcOpenKey;
        [SerializeField] GameObject LockImg;
        [SerializeField] bool active = true;
        public int id { get { return funcOpenKey; } }
 
        private Button funcBtn;
 
        private void Awake()
        {
            funcBtn = GetComponent<Button>();
 
            FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
        }
 
        public void OnPointerClick(PointerEventData eventData)
        {
            if (!FuncOpen.Instance.IsFuncOpen(funcOpenKey))
            {
                FuncOpen.Instance.ProcessorFuncErrorTip(funcOpenKey);
                return;
            }
        }
 
        private void OnEnable()
        {
            SetState();
        }
 
        private void OnFuncStateChangeEvent(int func)
        {
            if (funcOpenKey == func)
            {
                SetState();
            }
        }
 
        private void OnDestroy()
        {
            FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
        }
        private void SetState()
        {
            var IsOpen = FuncOpen.Instance.IsFuncOpen(funcOpenKey);
            var _funcOpenCfg = FuncOpenLVConfig.Get(funcOpenKey);
 
            if (_funcOpenCfg == null)
            {
                IsOpen = true;
                active = true;
            }
 
            if (funcBtn != null)
            {
                funcBtn.interactable = IsOpen;
            }
            
           
            if (LockImg != null)
            {
                LockImg.SetActive(!IsOpen);
            }
 
            if (_funcOpenCfg != null && _funcOpenCfg.open == 0)
            {
                gameObject.SetActive(false);
                return;
            }
 
            if (!active)
            {
                gameObject.SetActive(IsOpen);
            }
            else
            {
                if (!gameObject.activeSelf)
                {
                    gameObject.SetActive(true);
                }
            }
        }
    }