using ET.EventType; using ET; using System; using System.Collections.Generic; namespace ET { public class ShowOthersUnitEvent : AEvent_Sync { public override void Run(ShowOthersUnit args) { if (HideUnitComponent.GetIsDisOther) { return; } var list = HideUnitComponent.GetAll(); foreach (Entity item in list) { item.GetComponent().gameObject.SetActive(true); } } } public class HideOthersUnitEvent : AEvent_Sync { public override void Run(HideOthersUnit args) { var list = HideUnitComponent.GetAll(); foreach (Entity item in list) { try { if (args.isExcludeNPC && item.As().UnitType == UnitType.NPC) continue; item.GetComponent().gameObject.SetActive(false); } catch (Exception e) { Log.Error(e); } } } } }