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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.UI;
- using System;
- /// <summary>
- ///
- /// </summary>
- public class MySortToggle : MonoBehaviour
- {
- /// <summary>
- ///
- /// </summary>
- public CustomizeSortRule curRule = CustomizeSortRule.none;
- /// <summary>
- ///
- /// </summary>
- private GameObject mAsc;
- /// <summary>
- ///
- /// </summary>
- private GameObject mDesc;
- /// <summary>
- /// 按钮的选中发生状态对外提供的处理回调
- /// </summary>
- private Action<int> OnSortRuleChangedCallBack;
- // Use this for initialization
- public void Init(Action<int> _valueChangedCallBack)
- {
- OnSortRuleChangedCallBack = _valueChangedCallBack;
- mAsc = this.transform.Find("asc").gameObject;
- mDesc = this.transform.Find("desc").gameObject;
- mAsc.SetActive(false);
- mDesc.SetActive(false);
- EventTriggerListenerDialog.Get(gameObject).onClick = ((_btn) =>
- {
- OnClicked();
- });
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="go"></param>
- private void OnClicked()
- {
- if (curRule == CustomizeSortRule.none)
- {
- curRule = CustomizeSortRule.升序排序;
- }
- else if (curRule == CustomizeSortRule.升序排序)
- {
- curRule = CustomizeSortRule.降序排序;
- }
- else if (curRule == CustomizeSortRule.降序排序)
- {
- curRule = CustomizeSortRule.升序排序;
- }
- RefreshToggleState();
- if (OnSortRuleChangedCallBack != null)
- {
- OnSortRuleChangedCallBack((int)curRule);
- }
- }
- /// <summary>
- ///
- /// </summary>
- void OnDestory()
- {
- curRule = CustomizeSortRule.none;
- RefreshToggleState();
- OnSortRuleChangedCallBack = null;
- }
- /// <summary>
- ///
- /// </summary>
- void RefreshToggleState()
- {
- switch (curRule)
- {
- case CustomizeSortRule.none:
- mAsc.SetActive(false);
- mDesc.SetActive(false);
- break;
- case CustomizeSortRule.升序排序:
- mAsc.SetActive(true);
- mDesc.SetActive(false);
- break;
- case CustomizeSortRule.降序排序:
- mAsc.SetActive(false);
- mDesc.SetActive(true);
- break;
- }
- }
- }
- public enum CustomizeSortRule
- {
- none = 0,
- 升序排序 = 1,
- 降序排序 = 2,
- }
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