using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityGameFramework.Runtime; using GameFramework; using GameFramework.DataTable; using GameFramework.Sound; namespace MetaClient { public class CustomRole : UGuiForm { [Header("选择功能分类界面")] public GameObject toolView; [Header("列表分类界面")] public GameObject ButtonList; [Header("历史记录")] public List historyStr; [SerializeField] private IDataTable customRoleData; //[Header("捏脸界面")] //public GameObject nieLianView; //[Header("身体修改界面")] //public GameObject bodyChangeView; //[Header("服装修改界面")] //public GameObject clothChangeView; //[SerializeField] //private EFinchFaceCengJi eFinchFaceCengJi = EFinchFaceCengJi.None;//默认为未开始选择层级 //[SerializeField] //private EFinchFaceStyple eFinchFaceStyple = EFinchFaceStyple.None;//默认为未选择界面分支 protected override void OnOpen(object userData) { base.OnOpen(userData); IDataTable _data = GameEntry.DataTable.GetDataTable(); customRoleData = _data; } //public void ButtonDragFun(int _id) { // DRCustomRole _button = customRoleData.GetDataRow(_id); // int _buttonStyple = _button.ButtonStyple; // switch ((EButtonStyple)_buttonStyple) // { // case EButtonStyple.Button: // break; // case EButtonStyple.Scroll: // break; // case EButtonStyple.TiaoSe: // break; // case EButtonStyple.NorButton: // break; // } //} public void ButtonDragWay(DRCustomRole _button) { string[] _strArrary = _button.ButtonPushFun.Split(new char[] { ',' }); if (_strArrary[0] == "1") { string _str = _button.ButtonPushFun; historyStr.Add(_str); } } protected override void OnClose(bool isShutdown, object userData) { base.OnClose(isShutdown, userData); } public void ClickFaceChangeBtn() { GameEntry.Event.Fire(this, CustomRoleFaceEventArgs.Create(EditableFacePart.eye, new Vector3(1, 0, 0))); } } }