| | |
| | | switch (atkState)
|
| | | {
|
| | | case 0:
|
| | | m_FightSign.SetSprite("HazyFightState_Red");
|
| | | m_AtkState.text = "战斗中";
|
| | | m_AtkState.text = Language.Get("DemonKingFightState_0");
|
| | | m_AtkState.color = UIHelper.GetUIColor(TextColType.Red, true);
|
| | | break;
|
| | | case 1:
|
| | | m_FightSign.SetSprite("HazyFightState_White");
|
| | | m_AtkState.text = "反击";
|
| | | m_AtkState.text = Language.Get("DemonKingFightState_1");
|
| | | m_AtkState.color = UIHelper.GetUIColor(TextColType.Red, true);
|
| | | break;
|
| | | case 2:
|
| | | m_FightSign.SetSprite("HazyFightState_White");
|
| | | m_AtkState.text = "攻击";
|
| | | m_AtkState.text = Language.Get("DemonKingFightState_2");
|
| | | m_AtkState.color = UIHelper.GetUIColor(TextColType.NavyBrown, true);
|
| | | break;
|
| | | }
|