using Gameplay.Level; using Gameplay.Net; using TMPro; using Button = UnityEngine.UI.Button; using Image = UnityEngine.UI.Image; public class UIPassGameController : UIWindow{ //UI GameObj ///Auto Gen Start/// public Image Image_WinBG; public Image Image_PosterLu; public Image Image_TextRect; public TMP_Text Text_Win; public Image Image_BlueBar; public TMP_Text Text_LevelNum; public TMP_Text Text_LevelName; public TMP_Text Text_FightTime; public Image Image_Clock; public TMP_Text Text_Time; public TMP_Text Text_CharacterID; public TMP_Text Text_CharacterLV; public Image Image_EXEmpty; public Image Image_EXFull; public TMP_Text Text_EX; public TMP_Text Text_LVUp; public TMP_Text Text_Target; public Image Image_DownShadow; public TMP_Text Text_GeneralEX; public Image Image_ELogo; public TMP_Text Text_EXPHave; public TMP_Text Text_EXPGet; ///Auto Gen End/// // Use this for initialization public override void OnAwake() { //bind UI GameObj UIPassGameBinder.GetComponents(this); // BindButton("Image_BG/Button_ReturnMainScene", () => // { // LevelManager.Instance.ExitLevelDirectly(); // // }); // BindButton("Image_BG/Button_Confirm", () => // { // LevelManager.Instance.ExitLevelDirectly(); // }); } private void _Refresh() { // var starCount = LevelManager.Instance.CurrentLevel.StarCount; // Image_Stars01.gameObject.SetActive(starCount >= 1); // Image_Stars02.gameObject.SetActive(starCount >= 2); // Image_Stars03.gameObject.SetActive(starCount >= 3); } //invoke when open window protected override void OnOpenWindow() { _Refresh(); } //invoke when reload window protected override void OnReloadWindow() { _RefreshInfo(); } #region RefreshWindow private void _RefreshInfo() { } #endregion }