using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace vnxbqy.UI
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{
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public class FuncNotifyBehaviour : MonoBehaviour,IInGamePush
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{
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[SerializeField] Text m_FuncName;
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[SerializeField] Image m_FuncImage;
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[SerializeField] Button m_Goto;
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[SerializeField] Button m_Close;
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RoleModel model { get { return ModelCenter.Instance.GetModel<RoleModel>(); } }
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int ShowID = 0;
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private void Awake()
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{
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m_Goto.AddListener(Goto);
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m_Close.AddListener(OnClose);
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}
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public void Display()
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{
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foreach (var key in model.funcInfo.Keys)
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{
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if (model.funcInfo[key] == 1) continue;
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m_FuncName.text = Language.Get("FuncNotify" + key);
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m_FuncImage.SetSprite("FuncImage" + key);
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m_FuncImage.SetNativeSize();
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ShowID = key;
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gameObject.SetActive(true);
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return;
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}
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gameObject.SetActive(false);
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}
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private void Goto()
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{
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gameObject.SetActive(false);
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model.funcInfo[ShowID] = 1;
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if (ShowID == 1)
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{
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WindowCenter.Instance.Open("OnlineRechargeWin");
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}
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else if (ShowID == 5)
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{
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WindowCenter.Instance.Open("FuncPreNoticeWin");
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}
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else
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{
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HeroControler.Instance.FuncPushGoto(ShowID);
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}
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}
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private void OnClose()
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{
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model.funcInfo[ShowID] = 1;
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HeroControler.Instance.FuncPushClose(ShowID);
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//显示下一个直到没的显示
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Display();
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}
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public int GetSiblingIndex()
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{
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return transform.GetSiblingIndex();
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}
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public bool IsActive()
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{
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return transform.gameObject.activeSelf;
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}
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}
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}
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