yyl
2025-05-28 d2c89959c7e56d8b0c52e8eecf90c2fbf6bc506a
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// //--------------------------------------------------------
// //    [Author]:           第二世界
// //    [  Date ]:           Monday, November 06, 2017
// //--------------------------------------------------------
 
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using UnityEngine;
// using UnityEngine.UI;
 
// namespace vnxbqy.UI
// {
 
//     /// <summary>
//     /// 与PrepareHandler配合使用的一个进度条类
//     /// </summary>
//     public class PrepareWin : Window
//     {
//         private float m_ProcessTime;
//         private float m_TotalTime;
 
//         public SmoothSlider m_Process;
//         public Text m_Content;
 
//         #region Built-in
//         protected sealed override void BindController()
//         {
//         }
 
//         protected sealed override void LateUpdate()
//         {
//             base.LateUpdate();
//             if (m_ProcessTime > m_TotalTime)
//             {
//                 m_ProcessTime = m_TotalTime;
//                 return;
//             }
 
//             m_ProcessTime += Time.deltaTime;
//             m_Process.value = m_ProcessTime / m_TotalTime;
//         }
 
//         protected sealed override void AddListeners()
//         {
//         }
 
//         protected sealed override void OnPreOpen()
//         {
//             PrepareHandler.ClientH0812 _prepareInfo = PrepareHandler.Instance.clientPrepareH0812;
//             PrepareHandler.E_PrepareType _type = (PrepareHandler.E_PrepareType)_prepareInfo.PrepareState;
 
//             // 判断进度条类型
//             switch (_type)
//             {
//                 case PrepareHandler.E_PrepareType.pstSkill:
 
//                     HandlerSkillPrepare();
 
//                     break;
//             }
//             m_Process.value = m_ProcessTime = 0;
//             m_TotalTime = _prepareInfo.MaxTime;
//         }
 
//         protected sealed override void OnAfterOpen()
//         {
//         }
 
//         protected sealed override void OnPreClose()
//         {
//         }
 
//         protected sealed override void OnAfterClose()
//         {
//         }
//         #endregion
 
//         private void HandlerSkillPrepare()
//         {
//             PrepareHandler.ClientH0812 _prepareInfo = PrepareHandler.Instance.clientPrepareH0812;
//             GActorFight _actor = GAMgr.Instance.GetBySID(_prepareInfo.PlayerID) as GActorFight;
//             if (_actor == null)
//             {
//                 Debug.Log("角色不存在");
//                 return;
//             }
//             Skill _skill = _actor.SkillMgr.Get(_prepareInfo.PrepareID);
//             if (_skill == null)
//             {
//                 Debug.Log("技能不存在");
//                 return;
//             }
//             m_Content.text = string.Format(Language.Get("SkillBuffer_Z"), _skill.skillInfo.config.SkillName);
//         }
//     }
 
// }