45 lines
1.3 KiB
C#
45 lines
1.3 KiB
C#
using System.Threading;
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using Cysharp.Threading.Tasks;
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using TMPro;
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using UnityEngine.UI;
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namespace Game
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{
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[UIType(UIType.GameSceneResultUI)]
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public class GameSceneResultUI : UIBase
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{
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private Image img_Lose;
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private Image img_Success;
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private TMP_Text txt_LoseContent;
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private TMP_Text txt_SuccessContent;
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public override void Init()
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{
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base.Init();
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this.img_Lose = this.self.transform.FindChildDeep<Image>("img_Lose");
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this.img_Success = this.self.transform.FindChildDeep<Image>("img_Success");
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this.txt_LoseContent = this.self.transform.FindChildDeep<TMP_Text>("txt_LoseContent");
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this.txt_SuccessContent = this.self.transform.FindChildDeep<TMP_Text>("txt_SuccessContent");
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}
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public override void Dispose()
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{
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base.Dispose();
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}
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public async UniTask WaitShowAndCloseResultAsync(CancellationToken token)
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{
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await UniTask.Delay(4000);
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}
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public void SetResult(string str, bool isSuccess)
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{
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img_Success.gameObject.SetActive(isSuccess);
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this.img_Lose.gameObject.SetActive(!isSuccess);
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this.txt_SuccessContent.text = str;
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this.txt_LoseContent.text = str;
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}
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}
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} |