using UnityEngine; using UnityEngine.UI; using FenGuangJingScene; using QFramework; using ZXKFramework; namespace QFramework.Example { public class UIFengGuangJingBSKPanelData : UIPanelData { } public partial class UIFengGuangJingBSKPanel : UIPanel { protected override void OnInit(IUIData uiData = null) { mData = uiData as UIFengGuangJingBSKPanelData ?? new UIFengGuangJingBSKPanelData(); TypeEventSystem.Global.Register(OnModuleQuitEvent); // please add init code here } private void OnModuleQuitEvent(OnModuleQuit quit) { Hide(); } private void SelectBaoShi(string baoShiName) { FenGuangJingSceneCtrl fenGuangJingSceneCtrl = GameObject.FindObjectOfType(); if (fenGuangJingSceneCtrl != null) { fenGuangJingSceneCtrl.SelectBaoShi(baoShiName); } StringEventSystem.Global.Send("InputUIʹÓýáÊø"); Hide(); } protected override void OnOpen(IUIData uiData = null) { } protected override void OnShow() { BS.onClick.RemoveAllListeners(); ZML.onClick.RemoveAllListeners(); HBS.onClick.RemoveAllListeners(); HSJJS.onClick.RemoveAllListeners(); LBS.onClick.RemoveAllListeners(); BS.GetComponent