using cfg.UIInterfaceBannerGoToCfg;
using Cysharp.Threading.Tasks;
using Gameplay;
using Gameplay.Net;
using PhxhSDK;
using System;
using System.Collections.Generic;
using Framework;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
///
/// 公告UI
///
public class UI_NoticeController : UIWindow
{
///
/// 打开公告界面
///
///
public static async UniTask Open(E_NoticeType noticeType = E_NoticeType.Activity)
{
CommonUtils.CaptureScreenshot(); // 截取当前屏幕截图
return await UIManager.Instance.CreateAndOpenWindow(UINameConst.UI_Notice, noticeType);
}
#region Temp 临时
///
/// 公告类型
///
public enum E_NoticeType
{
None = 0,
///
/// 活动
///
Activity = 1,
///
/// 系统
///
System = 2,
}
#endregion
#region 类
///
/// 公告类型页签
///
private class NoticeTypeTab : UIGameObjectWrapper
{
///
/// 选中按钮
///
private Button buttonChoose;
///
/// 未选中按钮
///
private Button buttonNormal;
///
/// 公告类型
///
private readonly E_NoticeType noticeType;
///
/// 点击回调
///
private readonly Action clickAction;
///
/// 是否选中
///
public bool IsSelect
{
set
{
buttonChoose.gameObject.IsScaleShow(value);
buttonNormal.gameObject.IsScaleShow(!value);
}
}
///
/// 公告类型
///
public E_NoticeType NoticeType
{
get { return noticeType; }
}
public NoticeTypeTab(GameObject root, E_NoticeType noticeType, Action click) : base(root, true)
{
this.noticeType = noticeType;
clickAction = click;
buttonChoose = GetComponent