NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/UI/UI_CultivateDetailNewContro...

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.UIElements;
using Button = UnityEngine.UI.Button;
using Image = UnityEngine.UI.Image;
using Toggle = UnityEngine.UI.Toggle;
using ScrollView = PhxhSDK.PhxhScrollView;
using Framework;
using Cysharp.Threading.Tasks;
using Gameplay;
public class UI_CultivateDetailNewController : UIWindow
{
#region UI
//UI GameObj
///Auto Gen Start///
public Image Image_TopBg;
public TMP_Text Text_Title;
public Button Button_Close;
public Image Image_Hp;
public TMP_Text Text_AttriHp;
public TMP_Text Text_AttriHpNumber;
public Image Image_Sheild;
public TMP_Text Text_Sheild;
public TMP_Text Text_ShelidNumber;
public Image Image_Defend;
public TMP_Text Text_Defend;
public TMP_Text Text_DefendNumber;
public Image Image_Control;
public TMP_Text Text_Control;
public TMP_Text Text_ControlNumber;
public Image Image_Proficiency;
public TMP_Text Text_Proficiency;
public TMP_Text Text_ProficiencyNumber;
public Image Image_Solider;
public TMP_Text Text_Solider;
public TMP_Text Text_SoliderNumber;
public Image Image_Idledecrease;
public TMP_Text Text_Idle;
public TMP_Text Text_IdleNumber;
public Image Image_AttackTurn;
public TMP_Text Text_Attack;
public TMP_Text Text_AttackNumber;
public Image Image_MoveAttack;
public TMP_Text Text_MoveAttack;
public TMP_Text Text_MoveAttackAllowed;
public Image Image_MoveSpeed;
public TMP_Text Text_MS;
public TMP_Text Text_MSNumber;
public Image Image_ShootTurn;
public TMP_Text Text_ST;
public TMP_Text Text_STNumber;
public Image Image_Stable;
public TMP_Text Text_Stable;
public TMP_Text Text_StableNumber;
public Image Image_Leader;
public TMP_Text Text_Leader;
public TMP_Text Text_LeaderNumber;
public Image Image_Suppress;
public TMP_Text Text_Suppress;
public TMP_Text Text_SuppressNumber;
public Image Image_Machine;
public TMP_Text Text_Machine;
public TMP_Text Text_MachineNumber;
public Image Image_SingleDamage;
public TMP_Text Text_SD;
public TMP_Text Text_SDNumber;
public Image Image_LifeDamage;
public TMP_Text Text_LF;
public TMP_Text Text_LFNumber;
public Image Image_SheildDamage;
public TMP_Text Text_ShieldD;
public TMP_Text Text_ShieldDNumber;
public Image Image_VehicleDamage;
public TMP_Text Text_VD;
public TMP_Text Text_VDNumber;
public Image Image_CheckTime;
public TMP_Text Text_CT;
public TMP_Text Text_CTNumber;
public Image Image_Magazines;
public TMP_Text Text_Magazines;
public TMP_Text Text_MagazinesNumber;
public Image Image_SheildRecoverTime;
public TMP_Text Text_SRT;
public TMP_Text Text_SRTNumber;
public Image Image_SheildRecoverFixed;
public TMP_Text Text_SRF;
public TMP_Text Text_SRFNumber;
public Image Image_VehicleDamagPercent;
public TMP_Text Text_VDP;
public TMP_Text Text_VDPNumber;
public Image Image_HPRecoverFixed;
public TMP_Text Text_HPRF;
public TMP_Text Text_HPRFNumber;
public Image Image_HPRecoverTime;
public TMP_Text Text_HPRT;
public TMP_Text Text_HPRTNumber;
public Image Image_HPRecoverPercent;
public TMP_Text Text_HPRP;
public TMP_Text Text_HPRPNumber;
public Image Image_CharacterTurnBackTime;
public TMP_Text Text_CTBT;
public TMP_Text Text_CTBTNumber;
public Image Image_ShiledMaxOutPercent;
public TMP_Text Text_SMOP;
public TMP_Text Text_SMOPNumber;
public Image Image_EnterSuppress;
public TMP_Text Text_ES;
public TMP_Text Text_ESNumber;
public Image Image_EnterEscape;
public TMP_Text Text_EE;
public TMP_Text Text_EENumber;
public Image Image_TopBlackBar;
public Image Image_BottomBlackBar;
///Auto Gen End///
#endregion
CharacterDataInfo mCharacterData;
public static async UniTask<UIWindow> Open(CharacterDataInfo data)
{
CommonUtils.CaptureScreenshot();
return await UIManager.Instance.CreateAndOpenWindow(UINameConst.UI_CultivateDetailNew, data);
}
// deal with input data
public override void PreLoad(object data = null)
{
mCharacterData = data as CharacterDataInfo;
}
// Use this for initialization
public override void OnInit()
{
//bind UI GameObj
UI_CultivateDetailNewBinder.GetComponents(this);
BindButton(Button_Close, OnBackBtnClick);
RawImage rawImage = GetComponent<RawImage>("GaussianBlurMask");
rawImage.texture = CommonUtils.GetScreenTexture2D();
SetCharacterInfo();
}
//invoke when open window
protected override void OnShowWindow(object data = null)
{
}
//invoke when reload window
protected override void OnReloadWindow(object data = null)
{
}
//invoke when close window
protected override void OnHideWindow()
{
EventManager.Instance.Send(EventManager.EventName.EN_UIControllCultivateMainInput, true);
}
//invoke when destroy
public override void OnRelease()
{
base.OnRelease();
}
void SetCharacterInfo()
{
#region 角色属性
Text_AttriHpNumber.text = mCharacterData.HP().ToString();
Text_ShelidNumber.text = mCharacterData.Armor().ToString();
Text_DefendNumber.text = mCharacterData.Defence().ToString();
Text_ControlNumber.text = mCharacterData.WeaponGrasp().ToString();
Text_ProficiencyNumber.text = mCharacterData.WeaponDegree().ToString();
Text_SoliderNumber.text = mCharacterData.Cfg.MaxMorale.ToString();
Text_IdleNumber.text = mCharacterData.Cfg.DefenceNoMoveScale.ToString();
Text_AttackNumber.text = mCharacterData.AttackLoopCount().ToString();
Text_MoveAttackAllowed.text = mCharacterData.Cfg.MoveShootType == 0 ? "×" : "◯";
Text_MSNumber.text = mCharacterData.MoveSpeed().ToString();
#endregion
#region 武器属性
Text_SuppressNumber.text = mCharacterData.YaZhi().ToString();
Text_MachineNumber.text = mCharacterData.ShootSpeed().ToString();
Text_SDNumber.text = mCharacterData.Attack().ToString();
Text_LFNumber.text = mCharacterData.DamageScaleToHp().ToString();
Text_ShieldDNumber.text = mCharacterData.DamageScaleToShiled().ToString();
Text_VDNumber.text = mCharacterData.DamageScaleToCarrier().ToString();
Text_CTNumber.text = mCharacterData.AttackEndTime().ToString();
Text_MagazinesNumber.text = mCharacterData.BulletCapacity().ToString();
#endregion
}
#region Button_click
void OnBackBtnClick()
{
CloseWindow();
}
#endregion
}