文章标题

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ToggleChooser : MonoBehaviour
{

    [SerializeField]
    private Toggle[] leftToggles;
    [SerializeField]
    private GameObject[] rightChoosers;

    void Start()
    {
        SetAllRightChooserNotActive();
        rightChoosers[0].SetActive(true);
        for (int i = 0; i < leftToggles.Length; ++i)
        {
            if (leftToggles.Length <= 0)
                break;
            else
            {
                int idx = i;
                leftToggles[i].onValueChanged.AddListener(delegate(bool isOn)
                {
                    this.OnValueChanged(isOn, idx);
                });
            }
        }
    }

    private void OnValueChanged(bool isOn, int index)
    {
        if (rightChoosers.Length > 0)
        {
            SetAllRightChooserNotActive();
            switch (index)
            {
                case 0:
                    rightChoosers[0].SetActive(true);
                    break;

                case 1:
                    rightChoosers[1].SetActive(true);
                    break;

                case 2:
                    rightChoosers[2].SetActive(true);
                    break;

                case 3:
                    rightChoosers[3].SetActive(true);
                    break;

                default:
                    break;
            }
        }
    }

    private void SetAllRightChooserNotActive()
    {
        if (rightChoosers.Length > 0)
        {
            for (int i = 0; i < rightChoosers.Length; ++i)
            {
                if (rightChoosers[i].activeSelf)
                {
                    rightChoosers[i].SetActive(false);
                }
            }
        }
    }
}

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