using UnityEngine; using UnityEngine.UI; using TableConfig; using System.Collections; using System.Collections.Generic; using System; namespace Snxxz.UI { public class MakerDrugSuccessWin : Window { private ItemConfig _chinItemModel; private int _exp; [SerializeField] Text _getExpText; [SerializeField] Text _getDrugText; [SerializeField] GameObject getExpObj; [SerializeField] UIEffect successEffect; BlastFurnaceModel _furnaceModel; BlastFurnaceModel FurnaceModel { get { return _furnaceModel ?? (_furnaceModel = ModelCenter.Instance.GetModel()); } } #region 实现抽象类 protected override void BindController() { } protected override void AddListeners() { } protected override void OnPreOpen() { FurnaceModel.RefreshStoveModelEvent += RefreshUI; RefreshUI(); } protected override void OnAfterOpen() { } protected override void OnPreClose() { FurnaceModel.RefreshStoveModelEvent -= RefreshUI; } protected override void OnAfterClose() { } #endregion private void RefreshUI() { _chinItemModel = Config.Instance.Get(FurnaceModel.makerItemID); if (_chinItemModel == null) { DebugEx.LogError("不存在此丹药ID"); return; } _exp = (int)FurnaceModel.addExp; _getExpText.text = Language.Get("BlastFurnace106", _exp); successEffect.Play(); string itemName = UIHelper.AppendStringColor(_chinItemModel.ItemColor, _chinItemModel.ItemName); _getDrugText.text = Language.Get("BlastFurnace107", itemName); if(FurnaceModel.IsReachMaxStoveLv()) { getExpObj.SetActive(false); } else { getExpObj.SetActive(true); } //StartCoroutine(TimeDown(1)); } IEnumerator TimeDown(float delayTime) { yield return new WaitForSeconds(delayTime); FurnaceModel.SetMakeDrugSuccessEvent(true); CloseImmediately(); } } }