// //-------------------------------------------------------- 
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// //    [Author]:           第二世界 
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// //    [  Date ]:           Monday, November 06, 2017 
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// //-------------------------------------------------------- 
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// using System; 
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// using System.Collections; 
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// using System.Collections.Generic; 
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// using UnityEngine; 
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// using UnityEngine.UI; 
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// namespace vnxbqy.UI 
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// { 
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//     /// <summary> 
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//     /// 与PrepareHandler配合使用的一个进度条类 
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//     /// </summary> 
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//     public class PrepareWin : Window 
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//     { 
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//         private float m_ProcessTime; 
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//         private float m_TotalTime; 
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//         public SmoothSlider m_Process; 
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//         public Text m_Content; 
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//         #region Built-in 
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//         protected sealed override void BindController() 
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//         { 
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//         } 
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//         protected sealed override void LateUpdate() 
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//         { 
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//             base.LateUpdate(); 
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//             if (m_ProcessTime > m_TotalTime) 
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//             { 
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//                 m_ProcessTime = m_TotalTime; 
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//                 return; 
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//             } 
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//             m_ProcessTime += Time.deltaTime; 
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//             m_Process.value = m_ProcessTime / m_TotalTime; 
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//         } 
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//         protected sealed override void AddListeners() 
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//         { 
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//         } 
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//         protected sealed override void OnPreOpen() 
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//         { 
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//             PrepareHandler.ClientH0812 _prepareInfo = PrepareHandler.Instance.clientPrepareH0812; 
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//             PrepareHandler.E_PrepareType _type = (PrepareHandler.E_PrepareType)_prepareInfo.PrepareState; 
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//             // 判断进度条类型 
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//             switch (_type) 
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//             { 
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//                 case PrepareHandler.E_PrepareType.pstSkill: 
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//                     HandlerSkillPrepare(); 
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//                     break; 
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//             } 
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//             m_Process.value = m_ProcessTime = 0; 
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//             m_TotalTime = _prepareInfo.MaxTime; 
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//         } 
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//         protected sealed override void OnAfterOpen() 
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//         { 
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//         } 
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//         protected sealed override void OnPreClose() 
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//         { 
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//         } 
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//         protected sealed override void OnAfterClose() 
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//         { 
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//         } 
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//         #endregion 
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//         private void HandlerSkillPrepare() 
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//         { 
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//             PrepareHandler.ClientH0812 _prepareInfo = PrepareHandler.Instance.clientPrepareH0812; 
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//             GActorFight _actor = GAMgr.Instance.GetBySID(_prepareInfo.PlayerID) as GActorFight; 
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//             if (_actor == null) 
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//             { 
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//                 Debug.Log("角色不存在"); 
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//                 return; 
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//             } 
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//             Skill _skill = _actor.SkillMgr.Get(_prepareInfo.PrepareID); 
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//             if (_skill == null) 
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//             { 
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//                 Debug.Log("技能不存在"); 
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//                 return; 
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//             } 
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//             m_Content.text = string.Format(Language.Get("SkillBuffer_Z"), _skill.skillInfo.config.SkillName); 
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//         } 
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//     } 
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// } 
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