using System.Collections; using TMPro; using UnityEngine; using UnityEngine.UI; public class UI_SessionPanel : BasePanel { private int triggerID; public float TypeTime = 0.1f; public int state; /// /// 初始化,state 0 先打开客户,1 先打开本人 /// public void Init(int triggerID, int state, string playTalk, string clientTalk) { this.triggerID = triggerID; this.state = state; GetControl("PlayerText_DialogBox").text = playTalk /*"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。"*/; GetControl("ClientText_DialogBox").text = clientTalk /*"好的"*/; GetControl("PlayerSessionPanel").gameObject.SetActive(state != 0); GetControl("ClientSessionPanel").gameObject.SetActive(state == 0); //StartCoroutine(Typing("好的")); } 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": if (state == 1) { GetControl("PlayerSessionPanel").gameObject.SetActive(false); GetControl("ClientSessionPanel").gameObject.SetActive(true); state = -1; } else { if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0) { GameManager.UIMgr.HidePanel(); } } break; case "ClientContinueBtn": if (state == 0) { GetControl("PlayerSessionPanel").gameObject.SetActive(true); GetControl("ClientSessionPanel").gameObject.SetActive(false); state = -1; } else { if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0) { GameManager.UIMgr.HidePanel(); } } break; } } }