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;
}
}
}