对话框面板
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@ -90,6 +90,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
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if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return;
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if (EventSystem.current.IsPointerOverGameObject()) return;
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OnDown();
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UIManager.Instance.HidePanel<ItemTips>();//提示面板
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//gameObject.SetActive(false);
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}
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@ -1,9 +1,11 @@
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using System.Collections;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class UI_SessionPanel : BasePanel
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{
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public float TypeTime =0.1f;
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private void Start()
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{
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Debug.Log("1111111");
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@ -11,10 +13,11 @@ public class UI_SessionPanel : BasePanel
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/// <summary>
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/// 初始化
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/// </summary>
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//public void Init(string content)
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//{
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// GetControl<TextMeshProUGUI>("Text_DialogBox").text = content;//在开始时给content赋值
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//}
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public void Init()
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{
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//GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。";//在开始时给content赋值
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StartCoroutine(Typing(GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。"));
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}
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public override void ShowMe()
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{
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@ -24,7 +27,18 @@ public class UI_SessionPanel : BasePanel
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{
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}
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IEnumerator Typing(string content)
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{
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GetControl<TextMeshProUGUI>(content).text = string.Empty;
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string strTemp = string.Empty;
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for (int i = 0; i < GetControl<TextMeshProUGUI>(content).text.Length; i++)
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{
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yield return new WaitForSeconds(TypeTime);
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strTemp += GetControl<TextMeshProUGUI>(content).text[i];
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GetControl<TextMeshProUGUI>(content).text = strTemp;
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}
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}
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/// <summary>
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/// 按钮点击
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/// </summary>
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@ -33,15 +47,20 @@ public class UI_SessionPanel : BasePanel
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{
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switch (btnName)
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{
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case "ContinueBtn":
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case "PlayerContinueBtn":
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Debug.Log("点击继续按钮");
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GetControl<Button>("ContinueBtn").gameObject.SetActive(false);
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GetControl<Button>("CloseBtn").gameObject.SetActive(true);
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GetControl<TextMeshProUGUI>("Text_DialogBox").text = "你好,我是xx供电公司员工,这是我的工作证。现在我们要对贵户高压电能计量装置进行安装";
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GetControl<Image>("PlayerSessionPanel").gameObject.SetActive(false);
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GetControl<Image>("ClientSessionPanel").gameObject.SetActive(true);
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//StartCoroutine(Typing("好的"));
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GetControl<TextMeshProUGUI>("ClientText_DialogBox").text = "好的";
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break;
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case "CloseBtn":
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case "ClientContinueBtn":
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this.gameObject.SetActive(false);
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break;
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//case "CloseBtn":
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// this.gameObject.SetActive(false);
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// break;
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}
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}
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}
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