【UI动静分离】提交动静分离最新改动
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m_text: FightClock_desc
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m_text: FightClock_currentmission
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@ -59,6 +59,7 @@ public partial class UIManager
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_WindowMeta(UINameConst.UIFightTeamCommandeSkill, UIWindowLayer.Normal, UIOpenType.Pop, true);
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_WindowMeta(UINameConst.UIFightInfoTip, UIWindowLayer.ForeGround, UIOpenType.Pop, true);
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_WindowMeta(UINameConst.UIFightClock, UIWindowLayer.Normal, UIOpenType.Pop, true);
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_WindowMeta(UINameConst.UIFightClockDynamic, UIWindowLayer.Normal, UIOpenType.Pop, true);
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_WindowMeta(UINameConst.UIPause, UIWindowLayer.Normal, UIOpenType.FullScreen, false, true);
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_WindowMeta(UINameConst.UIDefeatGame, UIWindowLayer.Normal, UIOpenType.FullScreen, false, true);
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_WindowMeta(UINameConst.UIPassGame, UIWindowLayer.Normal, UIOpenType.Pop);
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@ -283,6 +284,7 @@ public static class UINameConst
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public static readonly string UITeamFight = "LevelSceneUI/UITeamFight";
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public static readonly string UI_StartBtn_CMSBtn = "LevelSceneUI/UI_StartBtn_CMSBtn";
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public static readonly string UIFightClock = "LevelSceneUI/UIFightClock";
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public static readonly string UIFightClockDynamic = "LevelSceneUI/LevelDynamic/UIFightClockDynamic";
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public static readonly string UIPause = "LevelSceneUI/UIPause";
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public static readonly string UIDefeatGame = "LevelSceneUI/LevelSettle/UIDefeatGame";
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public static readonly string UIPassGame = "LevelSceneUI/LevelSettle/UIPassGame";
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@ -69,7 +69,9 @@ public partial class TeamManager
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UIManager.Instance.PushWindow(window);
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window = await UIManager.Instance.LoadWindow(UINameConst.UITeamFight);
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UIManager.Instance.PushWindow(window);
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window = await UIManager.Instance.LoadWindow(UINameConst.UIFightClock, UIManager.ECanvasRoot.Dynamic0);
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window = await UIManager.Instance.LoadWindow(UINameConst.UIFightClock);
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UIManager.Instance.PushWindow(window);
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window = await UIManager.Instance.LoadWindow(UINameConst.UIFightClockDynamic, UIManager.ECanvasRoot.Dynamic0);
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UIManager.Instance.PushWindow(window);
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var battleTeamWindow = await UIFightTeamController.Open();
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@ -235,7 +237,9 @@ public partial class TeamManager
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UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightTarget);
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UIManager.Instance.OpenLoadedNormalUI(UINameConst.UITeamFight);
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UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightClock);
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UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightClockDynamic);
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UIManager.Instance.OpenLoadedNormalUI(UINameConst.UIFightScene);
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var level = LevelManager.Instance.CurrentLevel;
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if (level != null)
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@ -257,6 +261,7 @@ public partial class TeamManager
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UIManager.Instance.CloseWindow(UINameConst.UISkillPut);
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UIManager.Instance.CloseWindow(UINameConst.UITeamFight);
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UIManager.Instance.CloseWindow(UINameConst.UIFightClock);
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UIManager.Instance.CloseWindow(UINameConst.UIFightClockDynamic);
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UIManager.Instance.CloseWindow(UINameConst.UIFightTarget);
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UIManager.Instance.CloseWindow(UINameConst.UIFightScene);
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UIManager.Instance.CloseWindow(UINameConst.UIFightTeam);
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@ -71,11 +71,11 @@ public class UIFightClockController : UIWindow{
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Button_SpeedPause = GetComponent<Button>("UISpeedChange/UISpeedChange/Button_SpeedPause");
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//Image_Battle_ClockBG = GetComponent<Image>("Image_Battle_ClockBG");
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//Image_ClockPause = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockPause");
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Image_ClockNum0 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum0");
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Image_ClockNum1 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum1");
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Image_ClockNum2 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum2");
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Image_ClockNum3 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum3");
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Text_FightStatus = GetComponent<TMP_Text>("Image_Battle_ClockBG/Text_FightStatus");
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// Image_ClockNum0 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum0");
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// Image_ClockNum1 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum1");
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// Image_ClockNum2 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum2");
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// Image_ClockNum3 = GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum3");
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// Text_FightStatus = GetComponent<TMP_Text>("Image_Battle_ClockBG/Text_FightStatus");
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Button_SpeedHalfPress = GetComponent<Button>("UISpeedChange/UISpeedChange/UI0.5X_Pressed/Image_SpeedHalfXPress");
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GameObj_UI1X = FindObj("UISpeedChange/UISpeedChange/UI1.0X_Pressed");
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@ -114,14 +114,14 @@ public class UIFightClockController : UIWindow{
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protected override void OnUpdate()
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{
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if (LevelManager.Instance.CurrentLevel == null)
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{
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return;
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}
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if (LevelManager.Instance.CurrentLevel.IsInBattle())
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{
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UpdateTimerUI();
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}
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// if (LevelManager.Instance.CurrentLevel == null)
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// {
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// return;
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// }
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// if (LevelManager.Instance.CurrentLevel.IsInBattle())
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// {
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// UpdateTimerUI();
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// }
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}
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public override void OnRelease()
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@ -141,7 +141,7 @@ public class UIFightClockController : UIWindow{
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{
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base.OnShowWindow(data);
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InitTimer();
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//InitTimer();
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Refresh();
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}
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@ -0,0 +1,42 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using Framework;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using Button = UnityEngine.UI.Button;
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using Image = UnityEngine.UI.Image;
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using Toggle = UnityEngine.UI.Toggle;
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using ScrollView = PhxhSDK.PhxhScrollView;
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public class UIFightClockDynamicBinder
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{
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public static void GetComponents(UIFightClockDynamicController window)
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{
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window.Image_Battle_ClockBG = window.GetComponent<Image>("Image_Battle_ClockBG");
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window.Image_ClockPause = window.GetComponent<Image>("Image_Battle_ClockBG/Image_ClockPause");
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window.Image_ClockNum0 = window.GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum0");
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window.Image_ClockNum1 = window.GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum1");
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window.Image_ClockNum2 = window.GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum2");
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window.Image_ClockNum3 = window.GetComponent<Image>("Image_Battle_ClockBG/Image_ClockNum3");
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window.Text_FightStatus = window.GetComponent<TMP_Text>("Image_Battle_ClockBG/Text_FightStatus");
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window.Image_Ruler_MM = window.GetComponent<Image>("Image_Battle_ClockBG/Image_Ruler_MM");
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window.Image_Ruler_SS = window.GetComponent<Image>("Image_Battle_ClockBG/Image_Ruler_SS");
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}
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/****** 定义变量语句 ******
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public Image Image_Battle_ClockBG;
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public Image Image_ClockPause;
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public Image Image_ClockNum0;
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public Image Image_ClockNum1;
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public Image Image_ClockNum2;
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public Image Image_ClockNum3;
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public TMP_Text Text_FightStatus;
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public Image Image_Ruler_MM;
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public Image Image_Ruler_SS;
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****** End ******/
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}
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@ -0,0 +1,121 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using Button = UnityEngine.UI.Button;
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using Image = UnityEngine.UI.Image;
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using Toggle = UnityEngine.UI.Toggle;
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using ScrollView = PhxhSDK.PhxhScrollView;
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using Framework;
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using Gameplay.Level;
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using PhxhSDK;
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public class UIFightClockDynamicController : UIWindow
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{
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//UI GameObj
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///Auto Gen Start///
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public Image Image_Battle_ClockBG;
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public Image Image_ClockPause;
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public Image Image_ClockNum0;
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public Image Image_ClockNum1;
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public Image Image_ClockNum2;
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public Image Image_ClockNum3;
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public TMP_Text Text_FightStatus;
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public Image Image_Ruler_MM;
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public Image Image_Ruler_SS;
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///Auto Gen End///
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// deal with input data
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public override void PreLoad(object data = null)
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{
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}
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// Use this for initialization
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public override void OnInit()
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{
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//bind UI GameObj
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UIFightClockDynamicBinder.GetComponents(this);
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}
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//invoke when open window
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protected override void OnShowWindow(object data = null)
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{
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InitTimer();
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}
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//invoke when reload window
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protected override void OnReloadWindow(object data = null)
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{
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}
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//invoke when close window
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protected override void OnHideWindow()
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{
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}
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//invoke when destroy
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public override void OnRelease()
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{
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base.OnRelease();
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}
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protected override void OnUpdate(float dt)
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{
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base.OnUpdate(dt);
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if (LevelManager.Instance.CurrentLevel == null)
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{
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return;
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}
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if (LevelManager.Instance.CurrentLevel.IsInBattle())
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{
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UpdateTimerUI();
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}
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}
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private void InitTimer()
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{
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//TeamManager.Instance.InitFightTime();
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UpdateTimerUI();
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}
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private void UpdateTimerUI()
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{
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int min = TeamManager.Instance.GetFightPastMinute();
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int second = TeamManager.Instance.GetFightPastSecond();
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int secTen = GetNumberBit(second, true);
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int secBit = GetNumberBit(second);
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if (min < 10)
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{
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string path = LevelUIManager.GetNumberImage(0);
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Image_ClockNum0.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(path);
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Image_ClockNum1.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(LevelUIManager.GetNumberImage(min));
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}
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else
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{
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int minTen = GetNumberBit(min, true);
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int minBit = GetNumberBit(min);
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Image_ClockNum0.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(LevelUIManager.GetNumberImage(minTen));
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Image_ClockNum1.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(LevelUIManager.GetNumberImage(minBit));
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}
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Image_ClockNum2.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(LevelUIManager.GetNumberImage(secTen));
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Image_ClockNum3.sprite = AssetManager.Instance.GetPreLoadResult<Sprite>(LevelUIManager.GetNumberImage(secBit));
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}
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//获取十位或个位
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int GetNumberBit(int num, bool isTen = false)
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{
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if (isTen)
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{
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return num / 10;
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}
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return num - num / 10 * 10;
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}
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}
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