First unlock is special, there is a definite behavior, 80% is to judge the role level, then the button is grayed out or hidden operation.
Special effects and tips do not have a definite behavior.
The main trade-off 2 points are the active call or the callback passive call, which means the code is messy. There is no unified portal, but it is also cumbersome to invoke the object parameter for active invocation.
First I vetoed the practice of binding in the hierarchy panel or passing in the path, but it initializes:
Public Abstract class cbwidget:monobehaviour{ publicabstractvoid Init (object host);}
All functions are then unlocked, Tips, and effects are loaded through this base class. The individual triggers are then implemented through the panel callbacks.
Benefits:
1. Can find them through a unified portal
2. Although the function unlocks a clear behavior, such as "need a certain soul ball to open a function", this demand is still unstable
Unity UI features unlocked, red dot tips, special effects trigger practice thinking