/// <summary> /// 按键检测(功能键) /// </summary> /// <param name="keyType"></param> /// <param name="rockValue"></param> private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue) { if (!fisrtKeyUP) { fisrtKeyUP = true; return; } switch (bigMapOperateState) { case EnumBigMapOperateState.OperateMap: //操作地图 switch (keyType) { case UIManager.KeyType.A: Vector2 handlePos = uiMapControl.GetHandlePosInTerrain(); ActionAtTerrain(handlePos); break; case UIManager.KeyType.Y: bigMapOperateState = EnumBigMapOperateState.CheckSetting; showSettingPanel.gameObject.SetActive(true); if (uiFocusPath) { nowUIFocus = uiFocusPath.GetFirstFocus(); } if (nowUIFocus) { nowUIFocus.SetForcus(); } break; } break; case EnumBigMapOperateState.CheckSetting: //操作设置 if (!nowUIFocus) { if (uiFocusPath) { nowUIFocus = uiFocusPath.GetFirstFocus(); } } if (nowUIFocus) { Action <UIFocusPath.MoveType> MoveUIFocusAction = (moveType) => { UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType); //uiFocusPath.GetNextFocus(nowUIFocus, moveType); if (nextUIFocus != null) { nowUIFocus.LostForcus(); nowUIFocus = nextUIFocus; nowUIFocus.SetForcus(); } }; switch (keyType) { case UIManager.KeyType.A: if (nowUIFocus.GetType().Equals(typeof(UIFocusButton))) { ((UIFocusButton)nowUIFocus).ClickThisButton(); } else if (nowUIFocus.GetType().Equals(typeof(UIFocusToggle))) { ((UIFocusToggle)nowUIFocus).MoveChild(UIFocusPath.MoveType.OK); } break; case UIManager.KeyType.B: ExitSetting_Click(); break; case UIManager.KeyType.LEFT: MoveUIFocusAction(UIFocusPath.MoveType.LEFT); break; case UIManager.KeyType.RIGHT: MoveUIFocusAction(UIFocusPath.MoveType.RIGHT); break; case UIManager.KeyType.UP: case UIManager.KeyType.DOWN: if (string.Equals(nowUIFocus.Tag, "SceneDropDown")) { UIFocusDropdown uiFocusDropDown = nowUIFocus as UIFocusDropdown; if (uiFocusDropDown != null) { uiFocusDropDown.MoveChild(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN); } } break; } } break; } }