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Frame/Assets/Scripts/UI/Logic/GameSceneMainUI.cs

73 lines
2.3 KiB
C#

using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Game
{
[UIType(UIType.GameSceneMainUI)]
public class GameSceneMainUI : UIBase
{
private Button btn_Back;
private Button btn_Help;
private TMP_Dropdown dropdown;
private Button btn_Investment;
private TMP_Text txt_Jinbei;
private TMP_Text txt_Message;
public override void Init()
{
base.Init();
this.btn_Back = self.transform.FindChildDeep<Button>("btn_Back");
this.btn_Help = self.transform.FindChildDeep<Button>("btn_Help");
this.btn_Investment = self.transform.FindChildDeep<Button>("btn_Investment");
this.dropdown = self.transform.FindChildDeep<TMP_Dropdown>("dropdown");
this.txt_Jinbei = self.transform.FindChildDeep<TMP_Text>("txt_Jinbei");
this.txt_Message = self.transform.FindChildDeep<TMP_Text>("txt_Message");
this.btn_Back.onClick.AddListener(ClickBackButton);
this.btn_Help.onClick.AddListener(ClickHelpButton);
this.btn_Investment.onClick.AddListener(ClickInvestmentButton);
}
public override void Dispose()
{
base.Dispose();
this.btn_Back.onClick.RemoveListener(ClickBackButton);
this.btn_Help.onClick.RemoveListener(ClickHelpButton);
this.btn_Investment.onClick.RemoveListener(ClickInvestmentButton);
}
private void ClickInvestmentButton()
{
var inputFieldText = this.dropdown.captionText.text;
if (string.IsNullOrEmpty(inputFieldText))
return;
var ji = float.Parse(inputFieldText);
EventManager.Instance.FireNow(this, new PlayerJinbeiChangeEventArgs(ji, ShowResult));
}
void ShowResult(bool result)
{
if (result) Debug.Log("投注成功");
else Debug.Log("投注失败");
//TODO:
}
public void UpdateMessage(string message)
{
this.txt_Message.text = message;
}
private void ClickHelpButton()
{
Game.uiManager.ShowUI(UIType.GameSceneHelpUI);
}
private void ClickBackButton()
{
//TODO:
}
}
}