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);
});
}
}