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