48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
using UnityEngine;
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using TMPro;
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using Animancer;
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using Logic;
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using RuntimeData;
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using UnityEngine.UI;
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using System.Collections.Generic;
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public class WinUI
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{
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private Main _main;
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private MapData _mapData;
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public GameObject ROWinUI;
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public Button ReturnButton;
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public WinUI(Main main, MapData mapData)
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{
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_main = main;
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_mapData = mapData;
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ROWinUI = UIManager.Instance.ROUIManager.transform.Find("WinPanel").gameObject;
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ROWinUI.gameObject.SetActive(false);
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ReturnButton = ROWinUI.transform.Find("MsgList/Row4/Button").GetComponent<Button>(); // ← 新增按钮
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ReturnButton.onClick.AddListener(OnReturnClicked); // ← 新增点击监听
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}
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public void Update()
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{
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if (ROWinUI.activeSelf)
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return;
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if (_mapData == null)
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return;
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if (_mapData.PlayerMap.CheckSelfWin())
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{
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ROWinUI.transform.Find("MsgList/Row1/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.GetCityCount(_mapData.PlayerMap.SelfPlayerData.Id).ToString();
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ROWinUI.transform.Find("MsgList/Row2/Head1/Text").GetComponent<TextMeshProUGUI>().text = "0";
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ROWinUI.transform.Find("MsgList/Row3/Head1/Text").GetComponent<TextMeshProUGUI>().text = _mapData.PlayerMap.SelfPlayerData.PlayerScore.ToString();
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ROWinUI.gameObject.SetActive(true);
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}
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// 如果没有正在显示,并且有排队的消息,就开始显示
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}
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public void OnReturnClicked()
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{
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_main.GameLogic.ChangeState(GameState.Finished);
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ROWinUI.gameObject.SetActive(false);
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UIManager.Instance.GameUI.ShowMainUIManager();
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}
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} |