using UnityEngine.UI;
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using vnxbqy.UI;
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using UnityEngine;
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using DG.Tweening;
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using System;
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using System.Collections.Generic;
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class ILRightBottomFadeInOut : ILBehaviour
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{
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Button cbgBtn;
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Transform shentongSkillsObj;
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List<Transform> shentongSkills = new List<Transform>();
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List<Transform> pointsOut = new List<Transform>();
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List<Transform> pointsIn = new List<Transform>();
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protected override void Awake()
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{
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cbgBtn = proxy.GetWidgtEx<Button>("Btn_CBG");
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cbgBtn.SetListener(() => {
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WindowCenter.Instance.OpenIL<TreasurePavilionWin>();
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});
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shentongSkillsObj = proxy.GetWidgtEx<Transform>("shentongSkillObj");
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for (int i = 0; i < 3; i++)
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{
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shentongSkills.Add(proxy.GetWidgtEx<Transform>("ShentongSkill" + i));
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pointsOut.Add(proxy.GetWidgtEx<Transform>("point_" + i));
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pointsIn.Add(proxy.GetWidgtEx<Transform>("point" + i));
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}
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ShentongModel.Instance.OnSkillPositionStateEvent += Display;
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WindowCenter.Instance.windowAfterOpenEvent += OnAfterWindowOpen;
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}
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private void OnAfterWindowOpen(Window _window)
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{
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if (_window.name == "MainInterfaceWin")
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{
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Display();
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}
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}
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void Display()
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{
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shentongSkillsObj.SetActiveIL(ShentongModel.Instance.isShowShentongSkill);
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for (int i = 0; i < 3; i++)
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{
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if (ShentongModel.Instance.shentongSetSkillIDs[i] != 0)
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{
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shentongSkills[i].SetActiveIL(true);
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shentongSkills[i].localPosition = ShentongModel.Instance.skillPositionState == 2 ? pointsOut[i].localPosition : pointsIn[i].localPosition;
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var cell = shentongSkills[i].GetILBehaviour<ShentongSkillCell>();
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cell?.Display(ShentongModel.Instance.shentongSetSkillIDs[i]);
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}
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else
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{
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shentongSkills[i].SetActiveIL(false);
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}
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}
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}
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}
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