2025-02-12 08:43:33 +08:00

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using DG.Tweening;
using Microsoft.Cci;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using ZXK.Framework;
using ZXK.UTility;
/*******************************************************************************
*Create By CG
*Function 连接模式控制
*******************************************************************************/
namespace ZXK.BYSS
{
public class ConnectPanel : UIBase
{
//刚进入场景有个提示,此时后面出现蒙版不允许点击其他位置
private GameObject _maskPanel = null;
private void OnEnable()
{
string hintStr = null;
foreach (HintModel.AppHintData item in AppManagement.Instance._HintData._AppHints)
{
if (item._AppName.Equals(EnumCtrl.GetEnumDescription(AppManagement.Instance._CurType)))
{
hintStr = item._TrainHints[1]._TrainHint;
}
}
_maskPanel = GetWedage("EnterMask_N");
_maskPanel.gameObject.SetActive(false);
//PopUpMng.PopToast("实训任务2", hintStr, "确定", () =>
//{
//
//});
if (AppManagement.Instance._CurType == EnumCtrl.Type.CLFJ)
{
Camera.main.transform.position = new Vector3(6.4f, 1.1f, -13.2f);//调整相机位置
Vector3 eulerAngles = new Vector3(82.5f, -90.0f, 0f);
Quaternion rotation = Quaternion.Euler(eulerAngles);
Camera.main.transform.rotation = rotation;//调整相机角度
Camera.main.fieldOfView = 60f;//调整相机FOV
}
}
private void Start()
{
//AddEventListener("DebugBtn_N", UIEventType.OnButtonClick, () =>
//{
// AppManagement.Instance.EnterProcess(EnumCtrl.Model.Debug);
//});
//根据不同模式加载不同的内容,端子分配图
Switch_TerminalRefPop_N_Logic();
Switch_LineRefPop_N_Logic();
AddEventListener("StartGasBtn_N", UIEventType.OnButtonClick, () =>
{
EventCenterManager.Instance.Dispatch(EventEnum.AutoConnect, this, null);
});
PracticeAndExamInSceneCtrl Cur_practiceAndExamInSceneCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//设置配音
if (Cur_practiceAndExamInSceneCtrl.speakManager != null)
{
Cur_practiceAndExamInSceneCtrl.speakManager.Init();
Cur_practiceAndExamInSceneCtrl.speakManager.ChangeModelAudio("设备接线");
Cur_practiceAndExamInSceneCtrl.speakManager.PlayAudioCilp();
}
//搬运输送,考核模式覆盖上边配置的声音,覆盖成考核模式配音
if (AppManagement.Instance._CurType == EnumCtrl.Type.BYSS &&
AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam
)
{
Cur_practiceAndExamInSceneCtrl.speakManager.Init();
Cur_practiceAndExamInSceneCtrl.speakManager.ChangeModelAudio("设备接线_考核");
Cur_practiceAndExamInSceneCtrl.speakManager.PlayAudioCilp();
}
//智能运动,添加前后视角
if (AppManagement.Instance._CurType == EnumCtrl.Type.ZNYD)
{
//前后视角UI显示
GetWedage("ViewBtn_N").gameObject.SetActive(true);
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Qian_View();
});
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Hou_View();
});
GetWedage("Qian_N").GetComponent<Toggle>().isOn = true;
GetWedage("Hou_N").GetComponent<Toggle>().isOn = false;
}
else
{
GetWedage("ViewBtn_N").gameObject.SetActive(false);
}
#region 线
//智能运动
if ((AppManagement.Instance._CurType == EnumCtrl.Type.ZNYD))
{
if (AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam)
{
Debug.Log("不是考试模式才能调用步骤接线端子");
}
else
{
Debug.Log("练习教学模式可以接线端子");
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//获取所有端子口
//并且显示第一个
_practiceAndExamCtrl._connectLineCtrl.GetAllTerminalCtrl();
_practiceAndExamCtrl._connectLineCtrl.SetCurrentTerminalCtrl();
}
}
//搬运输送
if ((AppManagement.Instance._CurType == EnumCtrl.Type.BYSS))
{
if (AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam)
{
Debug.Log("不是考试模式才能调用步骤接线端子");
}
else
{
Debug.Log("练习教学模式可以接线端子");
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//获取所有端子口
//并且显示第一个
_practiceAndExamCtrl._connectLineCtrl.GetAllTerminalCtrl();
_practiceAndExamCtrl._connectLineCtrl.SetCurrentTerminalCtrl();
SetByssLineTip();
}
}
//材料分拣
if ((AppManagement.Instance._CurType == EnumCtrl.Type.CLFJ))
{
if (AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam)
{
Debug.Log("不是考试模式才能调用步骤接线端子");
}
else
{
Debug.Log("练习教学模式可以接线端子");
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//获取所有端子口
//并且显示第一个
_practiceAndExamCtrl._connectLineCtrl.GetAllTerminalCtrl();
_practiceAndExamCtrl._connectLineCtrl.SetCurrentTerminalCtrl();
SetByssLineTip();
}
}
//气动冲压
if ((AppManagement.Instance._CurType == EnumCtrl.Type.QDCY))
{
if (AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam)
{
Debug.Log("不是考试模式才能调用步骤接线端子");
}
else
{
Debug.Log("练习教学模式可以接线端子");
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//获取所有端子口
//并且显示第一个
_practiceAndExamCtrl._connectLineCtrl.GetAllTerminalCtrl();
_practiceAndExamCtrl._connectLineCtrl.SetCurrentTerminalCtrl();
SetByssLineTip();
}
}
//循环搬运
if ((AppManagement.Instance._CurType == EnumCtrl.Type.XHBY))
{
if (AppManagement.Instance._TrainExam == EnumCtrl.Model.Exam)
{
Debug.Log("不是考试模式才能调用步骤接线端子");
}
else
{
Debug.Log("练习教学模式可以接线端子");
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
//获取所有端子口
//并且显示第一个
_practiceAndExamCtrl._connectLineCtrl.GetAllTerminalCtrl();
_practiceAndExamCtrl._connectLineCtrl.SetCurrentTerminalCtrl();
SetByssLineTip();
}
}
#endregion
#region UI设置
if (AppManagement.Instance._CurType==EnumCtrl.Type.ZNYD|| AppManagement.Instance._CurType == EnumCtrl.Type.BYSS)
{
GetWedage("ShowToastUIPrefab_N").SetActive(false);
}
else
{
GetWedage("ShowToastUIPrefab_N").SetActive(true);
GetWedage("Text_N").GetComponent<Text>().text = "操作提示请点击PLC与接线端子盒上的端子正确进行接线。";
}
#endregion
}
public void SetByssLineTip()
{
if (Current < ByssTipText.Length)
{
GetWedage("Text_N").GetComponent<Text>().text = "操作提示:" + ByssTipText[Current];
}
else
{
WDebug.Log("超出索引,结束");
}
}
public void AddByssIndex()
{
Current++;
}
int Current = 0;
//搬运输送接线提示
public string[] ByssTipText = new string[12]{
"请点击端子排左侧一组0V电源线并与相应的端口进行连接。",
"请点击端子排左侧一组信号线,并与相应的端口进行连接。",
"请点击端子排左侧24V电源线并与相应的端口进行连接。",
"请点击端子排右侧一组0V电源线并与相应的端口进行连接。",
"请点击端子排右侧一组信号线,并与相应的端口进行连接。",
"请点击端子排右侧24V电源线并与相应的端口进行连接。",
"请点击端子排左侧一组24V电源线并与相应的端口进行连接。",
"请点击端子排左侧一组0V电源线并与相应的端口进行连接。",
"请点击端子排左侧一组信号线,并与相应的端口进行连接。",
"请点击端子排右侧一组24V电源线并与相应的端口进行连接。",
" 请点击端子排右侧一组0V电源线并与相应的端口进行连接。",
"请点击端子排右侧一组信号线,并与相应的端口进行连接。",
};
/// <summary>
/// 闪烁UI
/// </summary>
/// <param name="IsQian"> 是否是前视角的UI </param>
public void ShowRedImage(int index)
{
switch (index)
{
//前视角
case 0:
Debug.Log("前显示");
GetWedage("Qian_N").GetComponent<Toggle>().interactable = true;
//前RedImage显示
GetWedage("QianRedImage_N").gameObject.SetActive(true);
GetWedage("QianRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("HouRedImage_N").gameObject.SetActive(false);
//动画
sequence = playRed(true).SetLoops(-1).Play();
//添加交互事件
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().interactable = false;
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Qian_View();
//切换视角后,设置当前端子闪烁
_practiceAndExamCtrl._connectLineCtrl.SetCurrentUIorCameraBool();
});
break;
//前1视角
case 1:
Debug.Log("前1显示");
GetWedage("Qian_N").GetComponent<Toggle>().interactable = true;
//前RedImage显示
GetWedage("QianRedImage_N").gameObject.SetActive(true);
GetWedage("QianRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("HouRedImage_N").gameObject.SetActive(false);
//动画
sequence = playRed(true).SetLoops(-1).Play();
//添加交互事件
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().interactable = false;
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Qian1_View();
//切换视角后,设置当前端子闪烁
_practiceAndExamCtrl._connectLineCtrl.SetCurrentUIorCameraBool();
});
break;
//后视角
case 2:
Debug.Log("后显示");
GetWedage("Hou_N").GetComponent<Toggle>().interactable = true;
//后RedImage显示
GetWedage("HouRedImage_N").gameObject.SetActive(true);
GetWedage("HouRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("QianRedImage_N").gameObject.SetActive(false);
//动画
sequence = playRed(false).SetLoops(-1).Play();
//添加交互事件
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Qian_N").GetComponent<Toggle>().interactable = false;
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Hou_View();
//切换视角后,设置当前端子闪烁
_practiceAndExamCtrl._connectLineCtrl.SetCurrentUIorCameraBool();
});
break;
//后1视角
case 3:
Debug.Log("后1显示");
GetWedage("Hou_N").GetComponent<Toggle>().interactable = true;
//后RedImage显示
GetWedage("HouRedImage_N").gameObject.SetActive(true);
GetWedage("HouRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("QianRedImage_N").gameObject.SetActive(false);
//动画
sequence = playRed(false).SetLoops(-1).Play();
//添加交互事件
GetWedage("Qian_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Qian_N").GetComponent<Toggle>().interactable = false;
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.RemoveAllListeners();
GetWedage("Hou_N").GetComponent<Toggle>().onValueChanged.AddListener((ist) =>
{
PracticeAndExamInSceneCtrl _practiceAndExamCtrl = UI_Manage.Instance.GetPanel("PracticeAndExamPanel")
.GetComponent<PracticeAndExamPanel>()._CurTrainExamSceneCtrl;
_practiceAndExamCtrl.Set_ZNYD_Hou1_View();
//切换视角后,设置当前端子闪烁
_practiceAndExamCtrl._connectLineCtrl.SetCurrentUIorCameraBool();
});
break;
}
}
//UI不闪烁
//隐藏,杀死动画
public void HideRedImage()
{
if (sequence != null)
{
sequence.Kill();
}
//UI默认状态
GetWedage("QianRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("HouRedImage_N").GetComponent<Image>().color = Color.white;
GetWedage("QianRedImage_N").gameObject.SetActive(false);
GetWedage("HouRedImage_N").gameObject.SetActive(false);
}
Sequence sequence;
/// <summary>
/// dotween动画播放
/// 是前边
/// </summary>
/// <returns></returns>
public Sequence playRed(bool isQian)
{
//闪烁
Sequence quence = DOTween.Sequence();
if (isQian)
{
var v = GetWedage("QianRedImage_N").GetComponent<Image>().DOColor(Color.red, 0.25f);
quence.Insert(0, v);
v = GetWedage("QianRedImage_N").GetComponent<Image>().DOColor(Color.white, 0.25f);
quence.Insert(0.25f, v);
}
else
{
var v = GetWedage("HouRedImage_N").GetComponent<Image>().DOColor(Color.red, 0.25f);
quence.Insert(0, v);
v = GetWedage("HouRedImage_N").GetComponent<Image>().DOColor(Color.white, 0.25f);
quence.Insert(0.25f, v);
}
return quence;
}
/// <summary>
/// 根据不同的类别显示不同的端子分配表
/// </summary>
public void Switch_TerminalRefPop_N_Logic()
{
switch (AppManagement.Instance._CurType)
{
//循环搬运
case EnumCtrl.Type.XHBY:
WDebug.Log("循环搬运");
AddEventListener("Terminal_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject TerminalRefGeo = GetWedage("XHBY_TerminalRefPop_N");
if (isOn)
{
TerminalRefGeo.SetActive(true);
if (TerminalRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
TerminalRefGeo.AddComponent(type);
}
else
{
TerminalRefGeo.SetActive(false);
}
});
break;
//气动冲压
case EnumCtrl.Type.QDCY:
WDebug.Log("气动冲压");
AddEventListener("Terminal_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject TerminalRefGeo = GetWedage("QDCY_TerminalRefPop_N");
if (isOn)
{
TerminalRefGeo.SetActive(true);
if (TerminalRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
TerminalRefGeo.AddComponent(type);
}
else
{
TerminalRefGeo.SetActive(false);
}
});
break;
//材料分拣
case EnumCtrl.Type.CLFJ:
WDebug.Log("材料分拣");
AddEventListener("Terminal_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject TerminalRefGeo = GetWedage("CLFJ_TerminalRefPop_N");
if (isOn)
{
TerminalRefGeo.SetActive(true);
if (TerminalRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
TerminalRefGeo.AddComponent(type);
}
else
{
TerminalRefGeo.SetActive(false);
}
});
break;
//智能运动
case EnumCtrl.Type.ZNYD:
WDebug.Log("智能运动");
GetWedage("Terminal_N").gameObject.SetActive(false);
GetWedage("LineImg_N").gameObject.SetActive(false);
break;
//搬运输送
case EnumCtrl.Type.BYSS:
WDebug.Log("搬运输送");
AddEventListener("Terminal_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject TerminalRefGeo = GetWedage("BYSS_TerminalRefPop_N");
if (isOn)
{
TerminalRefGeo.SetActive(true);
if (TerminalRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
TerminalRefGeo.AddComponent(type);
}
else
{
TerminalRefGeo.SetActive(false);
}
});
break;
}
}
///根据不同过的类别显示不同的接线图,
//添加了关闭接线图,端子分配表UI功能
public void Switch_LineRefPop_N_Logic()
{
switch (AppManagement.Instance._CurType)
{
//循环搬运
case EnumCtrl.Type.XHBY:
WDebug.Log("循环搬运");
AddEventListener("LineImg_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject LineRefGeo = GetWedage("XHBY_LineRefPop_N");
if (isOn)
{
LineRefGeo.SetActive(true);
if (LineRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
LineRefGeo.AddComponent(type);
}
else
{
LineRefGeo.SetActive(false);
}
// ScrollRect sr = LineRefGeo.transform.GetComponentInChildren<ScrollRect>();
// sr.transform.GetChild(0).GetChild(0).GetChild(5).GetComponent<Image>().SetNativeSize();
});
AddEventListener("XHBY_TerminalCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("Terminal_N").GetComponent<Toggle>().isOn = false;
});
AddEventListener("XHBY_LineCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("LineImg_N").GetComponent<Toggle>().isOn = false;
});
break;
//气动冲压
case EnumCtrl.Type.QDCY:
WDebug.Log("气动冲压");
AddEventListener("LineImg_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject LineRefGeo = GetWedage("QDCY_LineRefPop_N");
if (isOn)
{
LineRefGeo.SetActive(true);
if (LineRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
LineRefGeo.AddComponent(type);
}
else
{
LineRefGeo.SetActive(false);
}
});
AddEventListener("QDCY_TerminalCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("Terminal_N").GetComponent<Toggle>().isOn = false;
});
AddEventListener("QDCY_LineCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("LineImg_N").GetComponent<Toggle>().isOn = false;
});
break;
//材料分拣
case EnumCtrl.Type.CLFJ:
WDebug.Log("材料分拣");
AddEventListener("LineImg_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject LineRefGeo = GetWedage("CLFJ_LineRefPop_N");
if (isOn)
{
LineRefGeo.SetActive(true);
if (LineRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
LineRefGeo.AddComponent(type);
}
else
{
LineRefGeo.SetActive(false);
}
});
AddEventListener("CLFJ_TerminalCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("Terminal_N").GetComponent<Toggle>().isOn = false;
});
AddEventListener("CLFJ_LineCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("LineImg_N").GetComponent<Toggle>().isOn = false;
});
break;
//智能运动
case EnumCtrl.Type.ZNYD:
WDebug.Log("智能运动");
GetWedage("Terminal_N").gameObject.SetActive(false);
GetWedage("LineImg_N").gameObject.SetActive(false);
// AddEventListener("TerminalCloseBtn_N", UIEventType.OnButtonClick, () =>
// {
// GetWedage("Terminal_N").GetComponent<Toggle>().isOn = false;
// });
// AddEventListener("LineCloseBtn_N", UIEventType.OnButtonClick, () =>
// {
// GetWedage("LineImg_N").GetComponent<Toggle>().isOn = false;
// });
break;
//搬运输送
case EnumCtrl.Type.BYSS:
WDebug.Log("搬运输送");
AddEventListener("LineImg_N", UIEventType.OnToggleValueChanged, (bool isOn) => {
GameObject LineRefGeo = GetWedage("BYSS_LineRefPop_N");
if (isOn)
{
LineRefGeo.SetActive(true);
if (LineRefGeo.GetComponent<SampleUICtrl>()) return;
System.Type type = System.Type.GetType("ZXK.UTility.SampleUICtrl");
LineRefGeo.AddComponent(type);
}
else
{
LineRefGeo.SetActive(false);
}
});
AddEventListener("BYSS_TerminalCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("Terminal_N").GetComponent<Toggle>().isOn = false;
});
AddEventListener("BYSS_LineCloseBtn_N", UIEventType.OnButtonClick, () =>
{
GetWedage("LineImg_N").GetComponent<Toggle>().isOn = false;
});
break;
}
}
}
}