CombatPanel.cs 1.9 KB

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  1. using Common.Utility.CombatEvent;
  2. using Fort23.Core;
  3. using GameLogic.Combat.CombatTool;
  4. using UnityEngine;
  5. namespace Fort23.Mono
  6. {
  7. [UIBinding(prefab = "CombatPanel")]
  8. public partial class CombatPanel : UIPanel
  9. {
  10. public static void OpenCombatPanel(CTaskAwaitBuffer cTaskAwaitBuffer)
  11. {
  12. cTaskAwaitBuffer.AddTask(UIManager.Instance.LoadAndOpenPanel<CombatPanel>(null, UILayer.Middle));
  13. // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<Font>("hd_0.fontsettings",
  14. // delegate(AssetHandle handle) { huiFuFont = handle.AssetObject<Font>(); }));
  15. //
  16. // cTaskAwaitBuffer.AddTask(AssetBundleLoadManager.Instance.LoadAssetAsyncTask<Font>("Zhanli_0.fontsettings",
  17. // delegate(AssetHandle handle) { shangHai = handle.AssetObject<Font>(); }));
  18. }
  19. private void Init()
  20. {
  21. }
  22. protected override void AddEvent()
  23. {
  24. StaticUpdater.Instance.AddLateUpdateCallBack(Update);
  25. CameraSelect.value = 0.7f;
  26. }
  27. protected override void DelEvent()
  28. {
  29. StaticUpdater.Instance.RemoveLateUpdateCallBack(Update);
  30. }
  31. public override void AddButtonEvent()
  32. {
  33. bnt_shengShi.onClick.AddListener(Bnt_shengShi_onClick);
  34. CameraSelect.onValueChanged.AddListener(CameraSelect_onValueChanged);
  35. }
  36. private void Bnt_shengShi_onClick()
  37. {
  38. }
  39. private void CameraSelect_onValueChanged(float value)
  40. {
  41. if (CombatController.currActiveCombat == null ||
  42. CombatController.currActiveCombat.CombatCameraControllder == null)
  43. {
  44. return;
  45. }
  46. CombatController.currActiveCombat.CombatCameraControllder.CameraSelect_onValueChanged(value);
  47. }
  48. public void Update()
  49. {
  50. }
  51. }
  52. }