using UnityEngine; using UnityEngine.UI; using System.Collections; using GCGame; using GCGame.Table; public class AutoSearchPointLogic : UIItemBase { public Text m_LabelLeft; public Text m_LabelRight; //该自动寻路点的基础信息 private int m_StartSceneId; public int StartSceneId { get { return m_StartSceneId; } } private int m_EndSceneId; public int EndSceneId { get { return m_EndSceneId; } set { m_EndSceneId = value; } } private float m_fPosX; public float PosX { get { return m_fPosX; } } private float m_fPosZ; public float PosZ { get { return m_fPosZ; } } public override void Show(Hashtable hash) { base.Show(hash); var record = (Tab_AutoSearch)hash["InitObj"]; CreateAutoSearchPointInfo(record); } public void CreateAutoSearchPointInfo(Tab_AutoSearch autoSearchInfo) { SetLabelText(autoSearchInfo.TargetJob, autoSearchInfo.TargetName, autoSearchInfo.Color); m_StartSceneId = autoSearchInfo.Id; m_EndSceneId = autoSearchInfo.DstSceneID; m_fPosX = autoSearchInfo.X; m_fPosZ = autoSearchInfo.Z; } // Use this for initialization void Start () { } public void SetLabelText(string labelLeft, string labelRight, string color) { m_LabelLeft.color = Utils.GetColorByString(color); m_LabelLeft.text = labelLeft; m_LabelRight.color = Utils.GetColorByString(color); m_LabelRight.text = labelRight; } public override void OnItemClick() { base.OnItemClick(); TransmitPointOnClicked(); } void TransmitPointOnClicked() { //根据记录的点进行寻路 AutoSearchPoint point = new AutoSearchPoint(m_EndSceneId, m_fPosX, m_fPosZ); if (GameManager.gameManager && GameManager.gameManager.AutoSearch) { GameManager.gameManager.AutoSearch.BuildPath(point); //如果成功,则设置目标名字等信息 if (null != GameManager.gameManager.AutoSearch && true == GameManager.gameManager.AutoSearch.IsAutoSearching) { GameManager.gameManager.AutoSearch.Path.AutoSearchTargetName = m_LabelRight.text; // if (null != SceneMapLogic.Instance()) // SceneMapLogic.Instance().CloseWindow(); } } } }