using Common.Utility.CombatEvent; using Fort23.Core; using GameLogic.Combat.CombatTool; using UnityEngine; namespace Fort23.Mono { [UIBinding(prefab = "CombatPanel")] public partial class CombatPanel : UIPanel { public static void OpenCombatPanel(CTaskAwaitBuffer cTaskAwaitBuffer) { cTaskAwaitBuffer.AddTask(UIManager.Instance.LoadAndOpenPanel(null, UILayer.Middle)); // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask("hd_0.fontsettings", // delegate(AssetHandle handle) { huiFuFont = handle.AssetObject(); })); // // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask("Zhanli_0.fontsettings", // delegate(AssetHandle handle) { shangHai = handle.AssetObject(); })); } private void Init() { } protected override void AddEvent() { StaticUpdater.Instance.AddLateUpdateCallBack(Update); CameraSelect.value = 0.7f; } protected override void DelEvent() { StaticUpdater.Instance.RemoveLateUpdateCallBack(Update); } public override void AddButtonEvent() { bnt_shengShi.onClick.AddListener(Bnt_shengShi_onClick); CameraSelect.onValueChanged.AddListener(CameraSelect_onValueChanged); } private void Bnt_shengShi_onClick() { } private void CameraSelect_onValueChanged(float value) { if (CombatController.currActiveCombat == null || CombatController.currActiveCombat.CombatCameraControllder == null) { return; } CombatController.currActiveCombat.CombatCameraControllder.CameraSelect_onValueChanged(value); } public void Update() { } } }