using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class KUIInGame : MonoBehaviour {
public static event Action <int> OnClick;
public static KUIInGame I;
public KUIInGame()
{
I = this;
}
Button b1;
Button b2;
Button b3;
Button b4;
Button b5;
Button b0;
void Start () {
new KUIManagerInGame();
b1= GameObject.Find("Right/Skill1").GetComponent<Button>();
b2 = GameObject.Find("Right/Skill2").GetComponent<Button>();
b3= GameObject.Find("Right/Skill3").GetComponent<Button>();
b4 = GameObject.Find("Right/Skill4").GetComponent<Button>();
b5= GameObject.Find("Right/Skill5").GetComponent<Button>();
b0=GameObject.Find("Right/Attack").GetComponent<Button>();
b1.onClick.AddListener(delegate () { Click(1); });
b2.onClick.AddListener(delegate () { Click(2); });
b3.onClick.AddListener(delegate () { Click(3); });
b4.onClick.AddListener(delegate () { Click(4); });
b5.onClick.AddListener(delegate () { Click(5); });
b0.onClick.AddListener(delegate () { Click(0); });
// delegate () { Click(); }
}
/// <summary>
/// 按钮改为可点击或者不可点击
/// </summary>
/// <param name="i">按钮索引</param>
/// <param name="b">改为是否可用</param>
public void ButtonControl(int i,bool b )
{
if (i == 1)
{
b1.interactable = b;
}
else if (i == 2)
{
b1.interactable = b;
}
else if (i == 3)
{
b1.interactable = b;
}
else if (i == 4)
{
b1.interactable = b;
}
else if (i == 5)
{
b1.interactable = b;
}
}
public void Click(int i)
{
if(OnClick!=null)
OnClick(i);
}
/*
public void Click0()
{
Debug.Log("haha ");
if(OnClick!=null )
OnClick(0);
}
public void Click1()
{
if (OnClick != null)
OnClick(1);
}
public void Click2()
{
if (OnClick != null)
OnClick(2);
}
public void Click3()
{
if (OnClick != null)
OnClick(3);
}
public void Click4()
{
if (OnClick != null)
OnClick(4);
}
public void Click5()
{
if (OnClick != null)
OnClick(5);
}
*/
}
C#委托事件
最新推荐文章于 2023-05-06 16:15:59 发布