using System.Threading; using Cysharp.Threading.Tasks; using UnityEngine.UI; namespace Game; [UIType(UIType.GameSceneResultUI)] public class GameSceneResultUI : UIBase { private Image img_Lose; private Image img_Success; public override void Init() { base.Init(); this.img_Lose = this.self.transform.FindChildDeep("img_Lose"); this.img_Success = this.self.transform.FindChildDeep("img_Success"); } public override void Dispose() { base.Dispose(); } public async UniTask WaitShowAndCloseResultAsync(bool isTrue, CancellationToken token) { img_Success.gameObject.SetActive(isTrue); this.img_Lose.gameObject.SetActive(!isTrue); await UniTask.Delay(4000); Game.uiManager.CloseLast(); } }