OvertakingLegend/Assets/UIFrameWork/Script/GameUI/GameUI_ShowEvent.cs

73 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
/// <summary>
/// 游戏UI_显示事件
/// </summary>
public partial class GameUI
{
/// <summary>
/// 显示事件类型
/// </summary>
public TextMeshProUGUI eventType;
/// <summary>
///显示事件数量
/// </summary>
public TextMeshProUGUI eventTypeValue;
/// <summary>
/// 显示事件对象
/// </summary>
public GameObject eventObj;
/// <summary>
/// 显示事件动画
/// </summary>
public Animation eventAnim;
/// <summary>
/// 设置显示事件类型
/// </summary>
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);
});
}
}