add
This commit is contained in:
parent
7fefbf6bb1
commit
fe109c7b14
@ -40,7 +40,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 399.425, y: -157.36995}
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m_SizeDelta: {x: 0, y: 34.7399}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &6309443630211586355
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MonoBehaviour:
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@ -103,10 +103,12 @@ MonoBehaviour:
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Type: 0
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icon: {fileID: 0}
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details:
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button_0_text:
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button_1_text:
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textobj: {fileID: 0}
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promptobj: {fileID: 6309443631891643866}
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contentobj: {fileID: 0}
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details: {fileID: 0}
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iconobj: {fileID: 0}
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--- !u!1 &6309443630760581659
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GameObject:
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m_ObjectHideFlags: 0
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@ -330,7 +330,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 347.96, y: -37}
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m_AnchoredPosition: {x: 347.96, y: -0}
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m_SizeDelta: {x: 695.92, y: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &2144698140124952037
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@ -30,6 +30,9 @@ public struct GetListByPhone
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public class mount : MonoBehaviour
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{
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public static Dictionary<string, Texture> SpriteDic = new Dictionary<string, Texture>();
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public static mount mountitem;
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// Start is called before the first frame update
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public virtual void Awake()
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8
meng_yao/Assets/communal/tool.meta
Normal file
8
meng_yao/Assets/communal/tool.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 72a1beaec38e7814f91fdd3dbeb4e103
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,34 @@
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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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public class ArabicToChineseNumberConverter : MonoBehaviour
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{
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public static string ConvertToChineseNumbers(string input)
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{
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Dictionary<char, string> numberMap = new Dictionary<char, string>
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{
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{ '1', "Ò»" },
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{ '2', "¶þ" },
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{ '3', "Èý" },
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{ '4', "ËÄ" },
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{ '5', "Îå" },
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{ '6', "Áù" },
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{ '7', "Æß" },
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{ '8', "°Ë" },
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{ '9', "¾Å" },
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{ '0', "Áã" }
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};
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string result = "";
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foreach (char c in input)
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{
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if (numberMap.ContainsKey(c))
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{
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result += numberMap[c];
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}
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}
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return result;
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bdda174e112d8dd4097d0986ee2ecc09
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -146,12 +146,18 @@ public class input_box_pop_up_window : MonoBehaviour
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prefab = Resources.Load<GameObject>("preform/gui/text_content");//Îı¾
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}
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else if (boxType.Type == 10)
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{
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prefab = Resources.Load<GameObject>("preform/gui/Swap_items_name");//道具换另外的道具
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}
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GameObject ranking_list_item = Instantiate(prefab, Vector3.zero, Quaternion.identity);
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ranking_list_item.transform.parent = contentList.transform;
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ranking_list_item.GetComponent<input_box_pop_up_window_item>().Update_text(boxType);
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return ranking_list_item;
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}
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public List<GameObject> updateUI(List<BoxType> my_boxTypes,string type = "标题")//ui更新
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public List<GameObject> updateUI(List<BoxType> my_boxTypes,string type = "标题")//ui更新返回数组
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{
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List<GameObject> gameObjectitem = new List<GameObject>();
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boxTypes = my_boxTypes;
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@ -168,6 +174,23 @@ public class input_box_pop_up_window : MonoBehaviour
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scroll_view.GetComponent<ScrollRect>().verticalNormalizedPosition = 1.0f;
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return gameObjectitem;
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}
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public Dictionary<string,GameObject> updateUI_Dic(List<BoxType> my_boxTypes, string type = "标题")//ui更新返回字典
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{
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Dictionary<string, GameObject> gameObjectitem = new Dictionary<string, GameObject>();
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boxTypes = my_boxTypes;
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Type.GetComponent<Text>().text = type;
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float posY = 0;
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foreach (BoxType boxType in boxTypes)
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{
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GameObject gameObject = addItem(boxType);
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gameObjects.Add(gameObject);
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gameObjectitem.Add(boxType.Name, gameObject);
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posY += gameObject.GetComponent<RectTransform>().sizeDelta.y;
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}
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scroll_view.GetComponent<ScrollRect>().verticalNormalizedPosition = 1.0f;
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return gameObjectitem;
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}
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public void Remove(GameObject gameObject)
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{
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gameObjects.Remove(gameObject);
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@ -1,17 +1,17 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Hardware;
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using UnityEditorInternal.VersionControl;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public class InitInfo : MonoBehaviour
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{
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private MainObject parsedData;
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private Username userdata;
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public Text name;
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public Text userid;
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// Start is called before the first frame update
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private async void Start()
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{
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@ -25,14 +25,19 @@ public class InitInfo : MonoBehaviour
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AssestPanel.instance.SetCoinText(parsedData.Info.Gold);
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AssestPanel.instance.SetStoneText(parsedData.Info.Gem);
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//name.text = parsedData.Info.Name;
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//userid.text = "id :" + parsedData.Info.Id;
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GetListByPhone getlistbyphone = new GetListByPhone();
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getlistbyphone.Phone = "1";
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string jsonString = JsonUtility.ToJson(getlistbyphone);
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string userponse = await web.SendRequest("http://47.109.133.52/Player/GetListByPhone", "POST", jsonString);
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Debug.Log(userponse);
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<<<<<<< .mine
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//RootData RootData = LitJson.JsonMapper.ToObject<RootData>(userponse
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//RootData RootData = LitJson.JsonMapper.ToObject<RootData>(userponse);
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RootData itemList = JsonUtility.FromJson<RootData>(userponse);
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Debug.Log(itemList.List[0].Gold);
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if (itemList.List == null)
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@ -40,18 +45,12 @@ public class InitInfo : MonoBehaviour
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Debug.Log("list¿Õ");
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//Debug.Log(rootData.);
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}
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=======
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userdata = JsonUtility.FromJson<Username>(userponse);
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Debug.Log(userdata.ErrorCode);
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// Debug.Log(rootData.Info.Id);
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>>>>>>> .theirs
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//name.text=userdata.nameitem.Name;
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}
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// Update is called once per frame
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@ -79,21 +78,59 @@ public class Info
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public string Name;
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}
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public class Username
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[System.Serializable]
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public class PlayerData
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{
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public List<nameitem> namelist;
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public string Id;
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public string Name;
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public float Gold;
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public string Phone;
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public object IslandId;
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public object IsLocked;
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public object IsCanceled;
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public object Level;
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public object Referrer;
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public object Referrals;
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public object Gem;
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public object Ore;
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public object Forge;
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public object FirstBlood;
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public object LoginCount;
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public object TeamLevel;
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public object Contribution;
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public object Stamina;
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public object TreeLevel;
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public object TreeExp;
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public object Water;
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public object CreateDateTime;
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}
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[Serializable]
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public class InfoData
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{
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public string Id;
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public string Name;
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public float Gold;
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public int Gem;
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public int Forge;
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public int Water;
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public int Level;
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}
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[System.Serializable]
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public class RootData
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{
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public PlayerData[] List;
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public object Info ;
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public int Stamina;
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public int Count;
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public int ErrorCode;
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public string ErrorMessage;
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}
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public class nameitem
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{
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public string Id;
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public string Phone;
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public string Name;
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}
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@ -54,13 +54,14 @@ public class JinShaBuy : mount
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{
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List<BoxType> boxTypes = new List<BoxType>();
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boxTypes.Add(new BoxType { Name = "account_number", textName = " 数量:", prompt = "请输入购买数量", Type = 10, is_required = false});
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boxTypes.Add(new BoxType { Name = "account_number", textName = " 数量:", prompt = "请输入购买数量", Type = 6, is_required = false});
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boxTypes.Add(new BoxType { Name = "submit", textName = " 取消购买 ", Type = 2 });
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GameObject gameObject = add_pop_up(true);//生成弹窗母体
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gameObject.GetComponent<input_box_pop_up_window>().minHeight = 800;//设置最低高度
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List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买");//测试输入框回调处理
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UpdateText(gameObjects[0].GetComponent<input_box_pop_up_window_item>().contentobj.GetComponent<Text>());
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UpdateText(gameObjects[1].GetComponent<input_box_pop_up_window_item>().contentobj.GetComponent<Text>());
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gameObjects[0].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
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{
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@ -1,3 +1,4 @@
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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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@ -16,125 +17,215 @@ public class jinsha : mount
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{
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intance = this;
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}
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[Serializable]
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public class Item//穀웁쑹쥣鑒앴item
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{
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public int Id;
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public int Num;
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public string Name;
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public int ActivateValue;
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public int StoreValue;
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public float Yield;
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public int Limit;
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public int EndureTime;
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public List<float> ReferrerBouns;
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public string CreateDateTime;
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}
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[Serializable]
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public class Response//穀웁쑹쥣鑒앴
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{
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public Item[] List;
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public int ErrorCode;
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public string ErrorMessage;
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}
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public void buy_miners()//购买金币矿工界面
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{
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string jsonString = @"{
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""List"": [
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{
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""Id"": 21,
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""Num"": 1,
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""Name"": ""븐쑹쥣"",
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""ActivateValue"": 12,
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""StoreValue"": 600,
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""Yield"": 0.16,
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""Limit"": 3,
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""EndureTime"": 30,
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""ReferrerBouns"": [1, 0.3],
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""CreateDateTime"": ""2024-09-03T04:02:48.290196Z""
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},
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{
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""Id"": 22,
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""Num"": 2,
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""Name"": ""융쑹쥣"",
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""ActivateValue"": 60,
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""StoreValue"": 3000,
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""Yield"": 0.18,
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""Limit"": 3,
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""EndureTime"": 30,
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""ReferrerBouns"": [1, 0.3],
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""CreateDateTime"": ""2024-09-03T04:02:48.290196Z""
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},
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{
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""Id"": 23,
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""Num"": 3,
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""Name"": ""쫄쑹쥣"",
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""ActivateValue"": 240,
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""StoreValue"": 12000,
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""Yield"": 0.2,
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""Limit"": 2,
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""EndureTime"": 30,
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""ReferrerBouns"": [1, 0.3],
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""CreateDateTime"": ""2024-09-03T04:02:48.290196Z""
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},
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{
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""Id"": 24,
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""Num"": 4,
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""Name"": ""붚쑹쥣"",
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""ActivateValue"": 1080,
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""StoreValue"": 54000,
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""Yield"": 0.22,
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""Limit"": 1,
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""EndureTime"": 30,
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""ReferrerBouns"": [1, 0.3],
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""CreateDateTime"": ""2024-09-03T04:02:48.290196Z""
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},
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{
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""Id"": 25,
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""Num"": 5,
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""Name"": ""뼝쑹쥣"",
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""ActivateValue"": 2160,
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""StoreValue"": 54000,
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""Yield"": 0.25,
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""Limit"": 1,
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""EndureTime"": 30,
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""ReferrerBouns"": [1, 0.3],
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""CreateDateTime"": ""2024-09-03T04:02:48.290196Z""
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}
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],
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""ErrorCode"": 0,
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""ErrorMessage"": """"
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}";
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|
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Response response = JsonUtility.FromJson<Response>(jsonString);
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//关闭摄像头逻辑
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Cinemachine_2dCon.SetCameraContorl(false);
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|
||||
List<BoxType> boxTypes = new List<BoxType>();
|
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boxTypes.Add(new BoxType { Name = "矿工1文本", prompt = "第一层", Type = 4, is_required = true});
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boxTypes.Add(new BoxType { Name = "矿工1", prompt = "青精灵", Type = 3, is_required = true,icon= icons[0] });
|
||||
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备-青", Type = 3, is_required = true, icon = toolsicons[0] });
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||||
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boxTypes.Add(new BoxType { Name = "矿工1文本", prompt = "第二层", Type = 4, is_required = true });
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||||
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "红精灵", Type = 3, is_required = true, icon = icons[1] });
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||||
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备-红", Type = 3, is_required = true, icon = toolsicons[0] });
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||||
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||||
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||||
boxTypes.Add(new BoxType { Name = "矿工1文本", prompt = "第三层", Type = 4, is_required = true });
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||||
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "绿精灵", Type = 3, is_required = true, icon = icons[2] });
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||||
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备-绿色", Type = 3, is_required = true, icon = toolsicons[0] });
|
||||
|
||||
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||||
boxTypes.Add(new BoxType { Name = "矿工1文本", prompt = "第四层", Type = 4, is_required = true });
|
||||
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "蓝精灵", Type = 3, is_required = true, icon = icons[3] });
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||||
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备-蓝", Type = 3, is_required = true, icon = toolsicons[0] });
|
||||
|
||||
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||||
boxTypes.Add(new BoxType { Name = "矿工1文本", prompt = "第五层", Type = 4, is_required = true });
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||||
boxTypes.Add(new BoxType { Name = "矿工1", prompt = "紫精灵", Type = 3, is_required = true, icon = icons[4] });
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||||
boxTypes.Add(new BoxType { Name = "挖矿设备1", prompt = "挖矿设备-紫", Type = 3, is_required = true, icon = toolsicons[0] });
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//boxTypes[3] = new BoxType { Name = "submit", textName = " 取消确定 ", Type = 2 };
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||||
int index = 1;
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||||
List<GameObject> list_kg = new List<GameObject>();//웁묏
|
||||
List<GameObject> list_sb = new List<GameObject>();//<2F>구
|
||||
foreach (Item item in response.List)
|
||||
{
|
||||
boxTypes.Add(new BoxType { Name = index.ToString()+ "匡굶", prompt = "뒤"+ ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()) + "꿔", Type = 4, is_required = true });
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||||
boxTypes.Add(new BoxType { Name = "웁묏" + index.ToString(), prompt = item.Name, Type = 3, icon = icons[index - 1] });
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||||
boxTypes.Add(new BoxType { Name = "穀웁<E7A980>구" + index.ToString(), prompt = "穀웁<E7A980>구·" + ArabicToChineseNumberConverter.ConvertToChineseNumbers(index.ToString()), Type = 3, icon = toolsicons[0] });
|
||||
Debug.Log(item.Name);
|
||||
index++;
|
||||
}
|
||||
boxTypes.Add(new BoxType { Name = "submit", textName = " 혤句횅땍 ", Type = 2 });
|
||||
GameObject gameObject = add_pop_up();
|
||||
gameObject.GetComponent<input_box_pop_up_window>().minHeight = 800;//设置最低高度
|
||||
gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(1);//设置滚动模式为滚动
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().SetPosY();
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().setScrollMode(0);//设置滚动模式为自动填充
|
||||
List<GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI(boxTypes, "购买人才");//测试输入框回调处理
|
||||
|
||||
|
||||
gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
|
||||
Dictionary<string, GameObject> gameObjects = gameObject.GetComponent<input_box_pop_up_window>().updateUI_Dic(boxTypes, "웁묏徠캬");
|
||||
foreach (string key in gameObjects.Keys)
|
||||
{
|
||||
//按下关闭按键,开启逻辑
|
||||
Cinemachine_2dCon.SetCameraContorl(true);
|
||||
};
|
||||
|
||||
gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
if (key.Contains("웁묏"))
|
||||
{
|
||||
gameObjects[key].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) => {
|
||||
if (type == 1)
|
||||
{
|
||||
go.Show_buy();
|
||||
}
|
||||
});
|
||||
gameObjects[2].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(1, 1);
|
||||
Debug.Log(key);
|
||||
}
|
||||
});
|
||||
|
||||
gameObjects[4].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(2, 1);
|
||||
}
|
||||
});
|
||||
gameObjects[5].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(3, 1);
|
||||
}
|
||||
});
|
||||
|
||||
gameObjects[7].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(4, 1);
|
||||
}
|
||||
});
|
||||
gameObjects[8].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(5, 1);
|
||||
}
|
||||
});
|
||||
|
||||
gameObjects[10].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(6, 1);
|
||||
}
|
||||
});
|
||||
gameObjects[11].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(7, 1);
|
||||
}
|
||||
});
|
||||
//gameObject.GetComponent<input_box_pop_up_window>().OnEnd += () =>
|
||||
//{
|
||||
// //객苟밑균객숩,역폘쭉서
|
||||
// Cinemachine_2dCon.SetCameraContorl(true);
|
||||
//};
|
||||
|
||||
gameObjects[13].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(8, 1);
|
||||
}
|
||||
});
|
||||
gameObjects[14].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//登录确定或取消
|
||||
{
|
||||
if (type == 1)
|
||||
{
|
||||
OnType?.Invoke(9, 1);
|
||||
}
|
||||
});
|
||||
//gameObjects[1].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// go.Show_buy();
|
||||
// }
|
||||
//});
|
||||
//gameObjects[2].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(1, 1);
|
||||
// }
|
||||
//});
|
||||
|
||||
//gameObjects[4].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(2, 1);
|
||||
// }
|
||||
//});
|
||||
//gameObjects[5].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(3, 1);
|
||||
// }
|
||||
//});
|
||||
|
||||
//gameObjects[7].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(4, 1);
|
||||
// }
|
||||
//});
|
||||
//gameObjects[8].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(5, 1);
|
||||
// }
|
||||
//});
|
||||
|
||||
//gameObjects[10].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(6, 1);
|
||||
// }
|
||||
//});
|
||||
//gameObjects[11].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(7, 1);
|
||||
// }
|
||||
//});
|
||||
|
||||
//gameObjects[13].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(8, 1);
|
||||
// }
|
||||
//});
|
||||
//gameObjects[14].GetComponent<input_box_pop_up_window_item>().register_click(async (BoxType boxType, int type) =>//되쩌횅땍샀혤句
|
||||
//{
|
||||
// if (type == 1)
|
||||
// {
|
||||
// OnType?.Invoke(9, 1);
|
||||
// }
|
||||
//});
|
||||
|
||||
|
||||
//委托会导致临时变量之采用最终的
|
||||
|
Loading…
Reference in New Issue
Block a user