hch
2025-08-28 16a90aa94d8579cc120c9962d389b59bda5e7398
Main/Component/UI/Common/UIFuncOpen.cs
@@ -8,86 +8,87 @@
using System;
using UnityEngine.EventSystems;
    public class UIFuncOpen : MonoBehaviour, IPointerClickHandler
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()
    {
        [SerializeField] int funcOpenKey;
        [SerializeField] GameObject LockImg;
        [SerializeField] bool active = true;
        public int id { get { return funcOpenKey; } }
        funcBtn = GetComponent<Button>();
        private Button funcBtn;
        FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
    }
        private void Awake()
    public void OnPointerClick(PointerEventData eventData)
    {
        if (!FuncOpen.Instance.IsFuncOpen(funcOpenKey))
        {
            funcBtn = GetComponent<Button>();
            FuncOpen.Instance.OnFuncStateChangeEvent += OnFuncStateChangeEvent;
            FuncOpen.Instance.ProcessorFuncErrorTip(funcOpenKey);
            return;
        }
    }
        public void OnPointerClick(PointerEventData eventData)
        {
            if (!FuncOpen.Instance.IsFuncOpen(funcOpenKey))
            {
                FuncOpen.Instance.ProcessorFuncErrorTip(funcOpenKey);
                return;
            }
        }
    private void OnEnable()
    {
        SetState();
    }
        private void OnEnable()
    private void OnFuncStateChangeEvent(int func)
    {
        if (funcOpenKey == func)
        {
            SetState();
        }
    }
        private void OnFuncStateChangeEvent(int func)
    private void OnDestroy()
    {
        FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
    }
    private void SetState()
    {
        var IsOpen = FuncOpen.Instance.IsFuncOpen(funcOpenKey);
        var _funcOpenCfg = FuncOpenLVConfig.Get(funcOpenKey);
        if (_funcOpenCfg == null)
        {
            if (funcOpenKey == func)
            {
                SetState();
            }
            IsOpen = true;
            active = true;
        }
        private void OnDestroy()
        if (funcBtn != null)
        {
            FuncOpen.Instance.OnFuncStateChangeEvent -= OnFuncStateChangeEvent;
            funcBtn.interactable = IsOpen;
        }
        private void SetState()
        if (LockImg != null)
        {
            var IsOpen = FuncOpen.Instance.IsFuncOpen(funcOpenKey);
            var _funcOpenCfg = FuncOpenLVConfig.Get(funcOpenKey);
            LockImg.SetActive(!IsOpen);
        }
            if (_funcOpenCfg == null)
            {
                IsOpen = true;
                active = true;
            }
        // 未开启是否显示的配置
        // if (_funcOpenCfg != null && _funcOpenCfg.open == 0)
        // {
        //     gameObject.SetActive(false);
        //     return;
        // }
            if (funcBtn != null)
        if (!active)
        {
            gameObject.SetActive(IsOpen);
        }
        else
        {
            if (!gameObject.activeSelf)
            {
                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);
                }
                gameObject.SetActive(true);
            }
        }
    }
    }
}