NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/UI/UI_CampController.cs

138 lines
3.5 KiB
C#

using Gameplay;
using PhxhSDK.Res;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using Button = UnityEngine.UI.Button;
using Framework;
public class UI_CampController : UIWindow
{
#region UI
/// <summary>
/// 返回按钮
/// </summary>
private Button buttonBack;
/// <summary>
/// 主页按钮
/// </summary>
private Button buttonHome;
/// <summary>
/// 训练区按钮
/// </summary>
private Button buttonTraning;
/// <summary>
/// 训练区2按钮
/// </summary>
private Button buttonCommunicate;
/// <summary>
/// 生活区按钮
/// </summary>
private Button buttonLife;
/// <summary>
/// 准备按钮
/// </summary>
private Button buttonPrepar;
/// <summary>
/// 修理区
/// </summary>
private Button buttonRepair;
/// <summary>
/// 物资存放区
/// </summary>
private Button buttonStorage;
#endregion
public override void OnInit()
{
buttonBack = GetComponent<Button>("Button_Back/Button_back");
buttonHome = GetComponent<Button>("Button_Back/Button_Home");
buttonTraning = GetComponent<Button>("UI_AreaTraning/Button_AreaTraning");
buttonCommunicate = GetComponent<Button>("UI_AreaCommunicate/Button_AreaCommunicate");
buttonLife = GetComponent<Button>("UI_AreaLiving/Button_AreaLiving");
buttonPrepar = GetComponent<Button>("UI_AreaPreparation/Button_AreaPreparation");
buttonRepair = GetComponent<Button>("UI_AreaRepair/Button_AreaRepair");
buttonStorage = GetComponent<Button>("UI_AreaStorage/Button_AreaStorage");
BindButton(buttonBack, OnClickBack);
BindButton(buttonHome, OnClickBack);
BindButton(buttonTraning, OnTraning);
BindButton(buttonCommunicate, OnCommunicate);
BindButton(buttonLife, OnLife);
BindButton(buttonPrepar, OnPrepar);
BindButton(buttonRepair, OnRepair);
BindButton(buttonStorage, OnStorage);
}
public override async UniTask<bool> OnBack(object data = null)
{
return false;
}
#region 回调
/// <summary>
/// 点击退出
/// </summary>
private async void OnClickBack()
{
await CommonUtils.CloseUIWithScene(UINameConst.UI_Camp);
GameStateManager.Instance.ChangeState(new GameStateMainScene());
}
/// <summary>
/// 训练区
/// </summary>
private async void OnTraning()
{
await UI_Camp_SecondController.Open("训练区");
}
/// <summary>
/// 通讯区
/// </summary>
private async void OnCommunicate()
{
await UI_Camp_SecondController.Open("通讯区");
}
/// <summary>
/// 生活区
/// </summary>
private async void OnLife()
{
await UI_Camp_SecondController.Open("生活区");
}
/// <summary>
/// 整备区
/// </summary>
private async void OnPrepar()
{
await UI_Camp_SecondController.Open("整备区");
}
/// <summary>
/// 修理区
/// </summary>
private async void OnRepair()
{
await UI_Camp_SecondController.Open("修理区");
}
/// <summary>
/// 物资存放区
/// </summary>
private async void OnStorage()
{
await UI_Camp_SecondController.Open("物资存放区");
}
/// <summary>
/// 技能养成
/// </summary>
private async void OnSkill()
{
await UI_CommandSkillCultivateController.Open();
}
#endregion
}