2025-05-18 01:04:31 +08:00

172 lines
3.3 KiB
C#

// ***********************************************************************
// Assembly : Game
// Author : Kimch
// Created : 2020-09-16
// Description :
// Last Modified By :
// Last Modified On :
// ***********************************************************************
// <copyright file= "IngameWindow.View" company="KUNPO"></copyright>
// <summary></summary>
// ***********************************************************************
namespace G.UI
{
using UnityEngine;
using UnityEngine.UI;
/// <summary>
///
/// </summary>
partial class GameWindow
{
#region Field
#pragma warning disable CS0649 // 从未对字段赋值,字段将一直保持其默认值 null
[KUIFlag]
GameObject __goInput;
[KUIFlag]
GameObject __goBattle;
[KUIFlag]
GameObject __goMenu;
[KUIFlag]
GameObject __goRivive;
[KUIFlag]
GameObject __goMovesShop;
#pragma warning restore CS0649 // 从未对字段赋值,字段将一直保持其默认值 null
private InputPanel _inputPanel;
#endregion
#region Method
/// <summary>
///
/// </summary>
public void InitView()
{
SetViewData();
_inputPanel = __goInput.GetComponent<InputPanel>();
//if (!__goMovesShop)
// AssetProxy.Instance.UIAsyncInstantiater("MoveShopPanel", (obj) =>
// {
// __goMovesShop = obj as GameObject;
// __goMovesShop.transform.SetParent(this.transform, false);
// __goMovesShop.transform.SetSiblingIndex(2);
// });
}
/// <summary>
///
/// </summary>
public void RefreshView()
{
ShowBattle();
__goMenu.SetActive(false);
if (__goMovesShop)
__goMovesShop.SetActive(false);
__goRivive.SetActive(false);
//__goSettle.SetActive(false);
//__goEndlessSettle.SetActive(false);
}
/// <summary>
///
/// </summary>
public void UpdateView()
{
}
public void ShowBattle()
{
ShowPanel(__goInput);
ShowPanel(__goBattle);
}
public void HideBattle()
{
HidePanel(__goInput);
HidePanel(__goBattle);
}
public void ShowBag()
{
//__goBag.SetActive(true);
}
public void ShowMenu()
{
HideBattle();
__goMenu.SetActive(true);
}
/// <summary>
/// 结算
/// </summary>
public void ShowSettle(object type)
{
HideBattle();
if (type is string args && args.StartsWith("endless"))
{
OpenWindow<EndlessSettleWindow>();
}
else
{
OpenWindow<SettleWindow>();
}
//__goSettle.SetActive(true);
//__goSettle.GetComponent<SettlePanel>().SetData(type);
}
/// <summary>
/// 复活
/// </summary>
public void ShowRivive()
{
__goRivive.SetActive(true);
}
/// <summary>
/// 技能卡
/// </summary>
public void ShowMovesShop(object data)
{
HideBattle();
if (__goMovesShop)
{
__goMovesShop.SetActive(true);
var panel = __goMovesShop.GetComponent<MovesShopPanel>();
panel.SetData(data);
}
}
private void ShowPanel(GameObject panel)
{
var panelCanvas = panel.GetComponent<Canvas>();
if (panelCanvas)
{
panelCanvas.enabled = true;
}
else
panel.transform.localScale = Vector3.one;
}
private void HidePanel(GameObject panel)
{
var panelCanvas = panel.GetComponent<Canvas>();
if (panelCanvas)
{
panelCanvas.enabled = false;
}
else
panel.transform.localScale = Vector3.zero;
}
#endregion
}
}