YanCheng_Metrology/Assets/Scripts/Project/UI/UI_Panel/UI_SessionPanel.cs

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C#
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using System.Collections;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UI_SessionPanel : BasePanel
{
public float TypeTime =0.1f;
private void Start()
{
Debug.Log("1111111");
}
/// <summary>
/// 初始化
/// </summary>
public void Init()
{
//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
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。"));
}
public override void ShowMe()
{
}
public override void HideMe()
{
}
IEnumerator Typing(string content)
{
GetControl<TextMeshProUGUI>(content).text = string.Empty;
string strTemp = string.Empty;
for (int i = 0; i < GetControl<TextMeshProUGUI>(content).text.Length; i++)
{
yield return new WaitForSeconds(TypeTime);
strTemp += GetControl<TextMeshProUGUI>(content).text[i];
GetControl<TextMeshProUGUI>(content).text = strTemp;
}
}
/// <summary>
/// 按钮点击
/// </summary>
/// <param name="btnName"></param>
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "PlayerContinueBtn":
Debug.Log("点击继续按钮");
GetControl<Image>("PlayerSessionPanel").gameObject.SetActive(false);
GetControl<Image>("ClientSessionPanel").gameObject.SetActive(true);
//StartCoroutine(Typing("好的"));
GetControl<TextMeshProUGUI>("ClientText_DialogBox").text = "好的";
break;
case "ClientContinueBtn":
this.gameObject.SetActive(false);
break;
//case "CloseBtn":
// this.gameObject.SetActive(false);
// break;
}
}
}