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