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; } } }