ShanxiKnowledgeBase/SXElectricityInformationAcq.../Assets/Scripts/Message/MessageManager.cs

56 lines
1.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using DefaultNamespace.ProcessMode;
using MotionFramework;
using TMPro;
using UnityEngine;
public enum MessageTypeEnum
{
Error,
Info
}
/// <summary>
/// 消息窗口管理器
/// </summary>
public class MessageManager : ModuleSingleton<MessageManager>, IModule
{
private GameObject messageWindow;
public void OnCreate(object createParam)
{
messageWindow = UnityEngine.Object.Instantiate(Resources.Load<GameObject>("Prefabs/MessageWindow"), GameObject.Find("APP/UICanvas").transform);
}
public void OnUpdate()
{
// Debug.Log(messageWindow);
}
public void OnDestroy()
{
}
public void OnGUI()
{
}
public async UniTask OpenMessageWindow(string message, MessageTypeEnum messageTypeEnum)
{
messageWindow.SetActive(true);
switch (messageTypeEnum)
{
case MessageTypeEnum.Error:
messageWindow.transform.Find("Message").GetComponent<TMP_Text>().text = $"<color=red>{message}</color>";
break;
case MessageTypeEnum.Info:
messageWindow.transform.Find("Message").GetComponent<TMP_Text>().text = $"<color=white>{message}</color>";
break;
}
}
}