using System; using System.Collections.Generic; using UnityEngine; using RuntimeData; using Logic.Multilingual; //单位类型 public enum UICenterMessageID { None, WonderStartPEACE, WonderStartKNOWLEDGE, WonderStartTRADE, WonderStartWEALTH, WonderStartPOWER, WonderStartPARK, WonderStartEYE, WonderFinishPEACE, WonderFinishKNOWLEDGE, WonderFinishTRADE, WonderFinishWEALTH, WonderFinishPOWER, WonderFinishPARK, WonderFinishEYE, MeetNewPlayer, StartGame, ForcesFallen }; public enum UICenterMessageType { None, WonderStart, WonderFinish, MeetNewPlayer, StartGame, ForcesFallen }; [Serializable] [CreateAssetMenu(fileName = "UICenterMessageDataAssets", menuName = "TH1 Game Data/UICenterMessage Data Asset")] public class UICenterMessageDataAssets : ScriptableObject { public List UICenterMessageInfoList; public bool GetUICenterMessageInfo(UICenterMessageID uiCenterMessageID,out UICenterMessageInfo uiCenterMessageInfo) { uiCenterMessageInfo = null; foreach (var t in UICenterMessageInfoList) if (t.Id == uiCenterMessageID) { uiCenterMessageInfo = t; return true; } return false; } } [Serializable] public class UICenterMessageInfo { public UICenterMessageID Id; public UICenterMessageType Type; [MultilingualField] public string Title; [MultilingualField] public string Message; public WonderTypeEnum WonderType; }