using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; /// /// 游戏UI_显示事件 /// public partial class GameUI { /// /// 显示事件类型 /// public TextMeshProUGUI eventType; /// ///显示事件数量 /// public TextMeshProUGUI eventTypeValue; /// /// 显示事件对象 /// public GameObject eventObj; /// /// 显示事件动画 /// public Animation eventAnim; /// /// 设置显示事件类型 /// public void SetEventType(E_ShowEventType e_ShowEventType, string value) { if (!GuidanceManger.Instance.isEnableNormalMode) return; eventAnim.Play(MyConstant.ShakeShow); eventObj.gameObject.SetActive(true); switch (e_ShowEventType) { case E_ShowEventType.JudgmentOvertaking: eventType.color = Color.yellow; eventType.text = "Dangerous!!!"+"X"+Scenes.Instance.gameScene.judgmentOvertakingNumber; eventTypeValue.text = "Money+" + value; break; case E_ShowEventType.Side: eventType.color =Color.red; eventType.text = "Side!!!"; eventTypeValue.text = "HP-" + value; break; case E_ShowEventType.Bevel: eventType.color = Color.red; eventType.text = "Bevel!!!"; eventTypeValue.text = "HP-" + value; break; case E_ShowEventType.RearEnd: eventType.color = Color.red; eventType.text = "RearEnd!!!"; eventTypeValue.text = "HP-" + value; break; case E_ShowEventType.Strike: eventType.color = Color.yellow; eventType.text = "Strike!!!"; eventTypeValue.text = "Money+" + value; break; } DelayedProcessingManager.Instance.ResetDelayDoSecond("Event", this, 2f, () => { eventAnim.Play(MyConstant.ShakeHide); }); } }