private void OnTaskButtonClick(GameObject button) { if (!_isDialog) { switch (_currentTaskVo.Statu) { case TaskStatu.StatuUnAccept: _taskModel.AccetpTask(_currentTaskVo.TaskId, _npcDialogModel.CurrentNpcId); break; case TaskStatu.StatuAccepted: if (_currentTaskVo.CanCommit) { _taskModel.CommitTask(_currentTaskVo.TaskId, _npcDialogModel.CurrentNpcId); } else { MessageManager.Show("任务还没完成哦"); } break; } Singleton <NpcDialogView> .Instance.CloseView(); } else { _talkIndex += 1; ShowRoleDialog(); } }
private void EndDialog() { switch (_currentTaskVo.Statu) { case TaskStatu.StatuUnAccept: _taskModel.AccetpTask(_currentTaskVo.TaskId, _npcDialogModel.CurrentNpcId); break; case TaskStatu.StatuAccepted: if (_currentTaskVo.CanCommit) { _taskModel.CommitTask(_currentTaskVo.TaskId, _npcDialogModel.CurrentNpcId); } else { MessageManager.Show(LanguageManager.GetWord("NpcDialogView.NotFinished")); } break; } CloseView(); Singleton <MainView> .Instance.OpenView(); }