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(); // please add init code here BS.GetComponent().onValueChanged.AddListener((isOn) => { SelectBaoShi(BS.transform.name); }); ZML.GetComponent().onValueChanged.AddListener((isOn) => { SelectBaoShi(ZML.transform.name); }); HBS.GetComponent().onValueChanged.AddListener((isOn) => { SelectBaoShi(HBS.transform.name); }); HSJJS.GetComponent().onValueChanged.AddListener((isOn) => { SelectBaoShi(HSJJS.transform.name); }); LBS.GetComponent().onValueChanged.AddListener((isOn) => { SelectBaoShi(LBS.transform.name); }); } private void SelectBaoShi(string baoShiName) { FenGuangJingSceneCtrl fenGuangJingSceneCtrl = GameObject.FindObjectOfType(); if (fenGuangJingSceneCtrl != null) { fenGuangJingSceneCtrl.SelectBaoShi(baoShiName); } StringEventSystem.Global.Send("InputUIʹÓýáÊø"); Destroy(gameObject); } protected override void OnOpen(IUIData uiData = null) { } protected override void OnShow() { } protected override void OnHide() { } protected override void OnClose() { } } }