-
- using UI.BottomTips;
-
- namespace UI.RoomUI;
-
- /// <summary>
- /// 地牢房间中的ui
- /// </summary>
- public partial class RoomUIPanel : RoomUI
- {
- private ReloadBarHandler _reloadBar;
- private InteractiveTipBarHandler _interactiveTipBar;
- private WeaponBarHandler _weaponBar;
- private ActivePropBarHandler _activePropBar;
- private LifeBarHandler _lifeBar;
-
- private EventFactory _factory;
-
- private bool _showMap = false;
-
- public override void OnCreateUi()
- {
- _reloadBar = new ReloadBarHandler(L_ReloadBar);
- _interactiveTipBar = new InteractiveTipBarHandler(L_InteractiveTipBar);
- _weaponBar = new WeaponBarHandler(L_Control.L_WeaponBar);
- _activePropBar = new ActivePropBarHandler(L_Control.L_ActivePropBar);
- _lifeBar = new LifeBarHandler(L_Control.L_LifeBar);
- }
-
- public override void OnShowUi()
- {
- _reloadBar.OnShow();
- _interactiveTipBar.OnShow();
- _weaponBar.OnShow();
- _activePropBar.OnShow();
- _lifeBar.OnShow();
-
- _factory = EventManager.CreateEventFactory();
- _factory.AddEventListener(EventEnum.OnPlayerPickUpProp, OnPlayerPickUpProp);
-
- //大厅中不显示小地图
- if (World.Current is Hall)
- {
- S_RoomMap.Instance.HideUi();
- }
- else
- {
- S_RoomMap.Instance.ShowUi();
- }
- }
-
- public override void OnHideUi()
- {
- _reloadBar.OnHide();
- _interactiveTipBar.OnHide();
- _weaponBar.OnHide();
- _activePropBar.OnHide();
- _lifeBar.OnHide();
-
- _factory.RemoveAllEventListener();
- _factory = null;
- }
-
- public override void Process(float delta)
- {
- _weaponBar.Process(delta);
- _activePropBar.Process(delta);
- _lifeBar.Process(delta);
-
-
- }
-
- //玩家拾起道具, 弹出提示
- private void OnPlayerPickUpProp(object propObj)
- {
- var prop = (Prop)propObj;
- var message = $"{prop.ActivityBase.Name}\n{prop.ActivityBase.Intro}";
- BottomTipsPanel.ShowTips(prop.GetDefaultTexture(), message);
- }
- }