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); } */ }
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转载自blog.csdn.net/qq_22012149/article/details/68060323
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