using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using System; using TMPro; using System.Linq; using System.Threading.Tasks; public class Consoles : UIController { [SerializeField] TextMeshProUGUI con; [SerializeField] Transform conGame; [SerializeField] Button Btn; List list = new List(); private void Start() { for (int i = 0; i < 100; i++) { show("****连接成功****"+i); } Btn.onClick.AddListener(() => { for (int i = 0; i < list.Count; i++) { Destroy(list[i].gameObject); } list.Clear(); }); } public override void show(string str,string colorr = "白色",Action ac = null) { TextMeshProUGUI conTex = Instantiate(con, conGame); DateTimeOffset dateTimeOffset = DateTimeOffset.Now; // 以当前时间为准 string formattedString = dateTimeOffset.ToString("yyyy-MM-dd HH:mm:ss"); string colors = "";//红色:FF0000,白色:FFFFFF switch (colorr) { case "白色": colors = ""; break; case "红色": colors = ""; break; } string tempStr = "" + formattedString+ ":" + colors + str+""; conTex.text = tempStr; list.Add(conTex); ac?.Invoke(); StartCoroutine(ScrollToBottom()); } IEnumerator ScrollToBottom() { yield return new WaitForEndOfFrame(); transform.GetComponent().verticalNormalizedPosition = 0f; } }