using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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using DG.Tweening;
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using Cysharp.Threading.Tasks;
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public class NetLinkWin : UIBase
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{
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// 组件引用
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[SerializeField] Transform backGround;
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[SerializeField] Transform circle;
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static float linkOverTime = 0f;
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float timer = 0f;
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bool actived = false;
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// 生命周期
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protected override void Awake()
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{
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base.Awake();
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// 初始化组件引用
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}
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protected override void Start()
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{
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base.Start();
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// 初始化数据
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}
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protected override void InitComponent()
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{
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base.InitComponent();
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}
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// UI事件
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protected override void OnOpen()
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{
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base.OnOpen();
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// 窗口打开时的逻辑
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timer = 0f;
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if (linkOverTime > 0.001f)
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{
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actived = false;
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backGround.SetActive(false);
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circle.SetActive(false);
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}
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else
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{
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actived = true;
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backGround.SetActive(true);
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circle.SetActive(true);
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}
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}
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protected override void OnClose()
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{
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base.OnClose();
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// 窗口关闭时的逻辑
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}
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public override void Refresh()
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{
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base.Refresh();
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// 刷新UI显示
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}
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protected void LateUpdate()
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{
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timer += Time.deltaTime;
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if (!actived && timer > linkOverTime)
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{
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backGround.SetActive(true);
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circle.SetActive(true);
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}
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}
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public static void Show(float _delay = 0f)
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{
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linkOverTime = _delay;
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UIManager.Instance.OpenWindow<NetLinkWin>();
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}
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public static void Hide()
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{
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UIManager.Instance.CloseWindow<NetLinkWin>();
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}
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}
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