using System; using System.Collections; using UnityEngine; using UnityEngine.UI; public class ServerWorkMessageReplyPanel : MonoBehaviour { public static ServerWorkMessageReplyPanel Instance; public static string messageReply = ""; public Button yesButton; public Button notSureButton; public Button noButton; private void Awake() { Instance = this; } public static void cleanData() { messageReply = ""; } // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { if (yesButton) { yesButton.onClick.AddListener(yesButton_onClicked); } if (notSureButton) { notSureButton.onClick.AddListener(notSureButton_onClicked); } if (noButton) { noButton.onClick.AddListener(noButton_onClicked); } } private void noButton_onClicked() { messageReply = "no"; GlobalData.CUP_NO_COUNT += 1; if (ServerWorkSceneController.Instance != null) { if (ServerWorkMessagePanel.workMessageCount == 0) ServerWorkSceneController.Instance.processStep(4); else { GameMessageWorkResult msgObj = new GameMessageWorkResult { count = ServerWorkMessagePanel.workMessageCount, result = ServerWorkMessageReplyPanel.messageReply, resultText = "" }; string payloadStr = JsonUtility.ToJson(msgObj); NetworkMessageHandler.Instance.SendMessageToClient("workMessageResult", payloadStr); ServerWorkSceneController.Instance.processStep(7); } } } private void notSureButton_onClicked() { messageReply = "notsure"; GlobalData.CUP_NOT_SURE_COUNT += 1; if (ServerWorkSceneController.Instance != null) { if (ServerWorkMessagePanel.workMessageCount == 0) ServerWorkSceneController.Instance.processStep(4); else { GameMessageWorkResult msgObj = new GameMessageWorkResult { count = ServerWorkMessagePanel.workMessageCount, result = ServerWorkMessageReplyPanel.messageReply, resultText = "" }; string payloadStr = JsonUtility.ToJson(msgObj); NetworkMessageHandler.Instance.SendMessageToClient("workMessageResult", payloadStr); ServerWorkSceneController.Instance.processStep(7); } } } private void yesButton_onClicked() { messageReply = "yes"; GlobalData.CUP_YES_COUNT += 1; GameMessageWorkResult msgObj = new GameMessageWorkResult { count = ServerWorkMessagePanel.workMessageCount, result = ServerWorkMessageReplyPanel.messageReply, resultText = "" }; string payloadStr = JsonUtility.ToJson(msgObj); NetworkMessageHandler.Instance.SendMessageToClient("workMessageResult", payloadStr); if (ServerWorkSceneController.Instance != null) { ServerWorkSceneController.Instance.processStep(13); } } // Update is called once per frame void Update() { } }