public static void InvokeEvent(KComponentEvent evt) { if (evt != null) { evt.Invoke(); } }
void OnValueChanged(bool isOn_) { bool pointerTriggered = m_pointerTriggered; m_pointerTriggered = false; if (m_ignoreChange) { return; } if (m_needReqChange && pointerTriggered) { //点击触发才进来 bool cur = CurrentIsOn(); SelectIgnoreChange(cur); //置回去, 因为基类的isOn已经变了 onReqChange.Invoke(this, isOn_); LuaEvtCenter.AddGoEvent(gameObject, KUI_EVT.REQ_VALUE_CHANGE, isOn_); return; } RefreshMask(isOn_); if (!m_ignoreInvoke) { onValueChanged.Invoke(this, isOn_); LuaEvtCenter.AddGoEvent(gameObject, KUI_EVT.VALUE_CHANGE, isOn_); } }
void OnToggleReqChanged(KToggle target_, bool isOn_) { if (m_needReqChange) { int index = m_toggleList.IndexOf(target_); onReqChange.Invoke(this, index, isOn_); LuaEvtCenter.AddGoEvent(gameObject, KUI_EVT.REQ_VALUE_CHANGE, index + 1, isOn_); //lua从1开始 return; } if (!m_allowSwitchOff && !m_allowMultiple) { //不允许取消 and 不为多选 if (isOn_ == false) { return; } } target_.Select(isOn_); }