using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UI_SessionPanel : BasePanel
{
private int triggerID;
public float TypeTime =0.1f;
private void Start()
{
Debug.Log("1111111");
}
///
/// 初始化
///
public void Init(int triggerID)
{
this.triggerID = triggerID;
GetControl("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。";
}
public override void ShowMe()
{
}
public override void HideMe()
{
}
///
/// 打字机
///
/// 需要显示文字
///
IEnumerator Typing(string content)
{
GetControl(content).text = string.Empty;
string strTemp = string.Empty;
for (int i = 0; i < GetControl(content).text.Length; i++)
{
yield return new WaitForSeconds(TypeTime);
strTemp += GetControl(content).text[i];
GetControl(content).text = strTemp;
}
}
///
/// 按钮点击
///
///
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "PlayerContinueBtn":
Debug.Log("点击继续按钮");
GetControl("PlayerSessionPanel").gameObject.SetActive(false);
GetControl("ClientSessionPanel").gameObject.SetActive(true);
//StartCoroutine(Typing("好的"));
GetControl("ClientText_DialogBox").text = "好的";
break;
case "ClientContinueBtn":
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
{
GameManager.UIMgr.HidePanel();
}
break;
//case "CloseBtn":
// this.gameObject.SetActive(false);
// break;
}
}
}