using Godot; namespace UI.Settlement; /// <summary> /// 结算面板 /// </summary> public partial class SettlementPanel : Settlement { public override void OnCreateUi() { S_Restart.Instance.Pressed += OnRestartClick; S_ToMenu.Instance.Pressed += OnBackClick; if (GameApplication.Instance.DungeonManager.IsEditorMode) //在编辑器模式下打开的Ui { S_ToMenu.Instance.Text = "返回编辑器"; } } //重新开始 private void OnRestartClick() { Destroy(); if (GameApplication.Instance.DungeonManager.IsEditorMode) //在编辑器模式下打开的Ui { EditorPlayManager.Restart(); } else //正常重新开始 { UiManager.Open_Loading(); GameApplication.Instance.DungeonManager.RestartDungeon(false, GameApplication.Instance.FirstDungeonConfig, () => { UiManager.Destroy_Loading(); }); } } //回到上一级 private void OnBackClick() { Destroy(); if (GameApplication.Instance.DungeonManager.IsEditorMode) //在编辑器模式下打开的Ui { EditorPlayManager.Exit(); } else //正常关闭Ui, 回到大厅 { UiManager.Open_Loading(); GameApplication.Instance.DungeonManager.ExitDungeon(false, () => { GameApplication.Instance.DungeonManager.LoadHall(() => { UiManager.Destroy_Loading(); }); }); } } }