using System.Collections; using System.Collections.Generic; using UnityEngine; using XRTool.Util; using XRTool.WorldUI; using SC.XR.Unity; using UnityEngine.UI; using System; using LitJson; using System.Text.RegularExpressions; using ShadowStudio.Mgr; using ShadowStudio.Model; using Studio.Scripts; using Studio.WebSocket.Message; using static SC.XR.Unity.SCInputField; namespace ShadowStudio.UI { [RequireComponent(typeof(WorldDlg))] public class CreateRoomDlg : UnitySingleton { private SCInputField roomNameInputField; private Button createBtn; // private bool isLock = false; private Text roomNameRemind; private Button closeBtn; private string roomType; private string id; private GameObject privateRoomUI; private SCInputField roomExplainInputField; private GameObject publicRoomUI; private SCInputField roomPassInputField; private SCInputField roomNumInputField; private SCInputField roomExplainInputField1; private Text roomPassRemind; private Text roomNumRemind; private Transform toggleBtnTran; private ToggleGroup toggleBtnGroup; private ToggleGroup choosePubTypeToggleGroup; private Transform choosePubTypeToggleTran; //被zby替换的代码 //private RoomConfig roomConfig; private RoomConfig itemConfig; WorldDlg dlg; Toggle[] togglegroup; void Start() { HomeProxy.Instance.CreateRoomAction += CreateRoomHandler; dlg = GetComponent(); dlg.showDlg(); privateRoomUI = dlg.GetBreadthChild("PrivateRoomUI").gameObject; publicRoomUI = dlg.GetBreadthChild("PublicRoomUI").gameObject; roomNameInputField = dlg.GetBreadthChild("RoomNameInputField"); roomNameInputField.onEndEdit.AddListener(InputRoomNameEnd); roomNameInputField.onValueChanged.AddListener(RoomNameValueChanged); roomExplainInputField = dlg.GetBreadthChild("RoomExplainInputField"); createBtn = dlg.GetBreadthChild