UIBloodPalaceController.cs 4.6 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class UIBloodPalaceController : MonoBehaviour
  6. {
  7. [ContextMenu("OpenScoreboard")]
  8. public YieldInstruction OpenScoreboard(bool withAudio = true)
  9. {
  10. this._scoreboard.Animator.gameObject.SetActive(true);
  11. this._scoreboard.Animator.Play("ScoreboardOpen");
  12. if (withAudio)
  13. {
  14. R.Audio.PlayEffect(485, null);
  15. }
  16. List<BloodPalaceTotalScore> bloodPalaceRecords = R.GameData.BloodPalaceRecords;
  17. for (int i = 0; i < 10; i++)
  18. {
  19. UIBloodPalaceScoreboardColumeController uibloodPalaceScoreboardColumeController = this._scoreboard.BloodPalaceScoreboardColumes[i];
  20. if (i < bloodPalaceRecords.Count)
  21. {
  22. BloodPalaceTotalScore bloodPalaceTotalScore = bloodPalaceRecords[i];
  23. uibloodPalaceScoreboardColumeController.gameObject.SetActive(true);
  24. uibloodPalaceScoreboardColumeController.Time = (int)bloodPalaceTotalScore.Time;
  25. uibloodPalaceScoreboardColumeController.NoHurt = bloodPalaceTotalScore.NotHurt;
  26. uibloodPalaceScoreboardColumeController.Score = bloodPalaceTotalScore.Score;
  27. }
  28. else
  29. {
  30. uibloodPalaceScoreboardColumeController.gameObject.SetActive(false);
  31. }
  32. }
  33. return new WaitForSeconds(1f);
  34. }
  35. [ContextMenu("CloseScoreboard")]
  36. public YieldInstruction CloseScoreboard(bool withAudio = true)
  37. {
  38. if (!this._scoreboard.Animator.gameObject.activeSelf)
  39. {
  40. return null;
  41. }
  42. this._scoreboard.Animator.Play("ScoreboardClose");
  43. if (withAudio)
  44. {
  45. R.Audio.PlayEffect(486, null);
  46. }
  47. return base.StartCoroutine(this.DisableOnEndOfStateCoroutine(this._scoreboard.Animator));
  48. }
  49. [ContextMenu("OpenLevelResult")]
  50. public YieldInstruction OpenLevelResult()
  51. {
  52. R.Ui.Pause.Enabled = false;
  53. this._levelResult.Animator.gameObject.SetActive(true);
  54. BloodPalaceLevelScore levelScore = R.SceneData.LevelScore;
  55. this._levelResult.WaveScore = levelScore.WaveScore;
  56. this._levelResult.BeautyScore = levelScore.BeautyScore;
  57. this._levelResult.Time = (int)levelScore.Time;
  58. this._levelResult.FlashPercent = levelScore.FlashPercent;
  59. this._levelResult.OriginalScore = levelScore.OriginalScore;
  60. this._levelResult.Score = levelScore.Score;
  61. this._levelResult.NoHurt = levelScore.NotHurt;
  62. this._levelResult.Animator.SetBool("noHurt", levelScore.NotHurt);
  63. this._levelResult.Animator.Play("LevelResultOpen");
  64. R.Audio.PlayEffect(485, null);
  65. return new WaitForSeconds(1f);
  66. }
  67. [ContextMenu("CloseLevelResult")]
  68. public YieldInstruction CloseLevelResult(bool withAudio = true)
  69. {
  70. if (!this._levelResult.Animator.gameObject.activeSelf)
  71. {
  72. return null;
  73. }
  74. this._levelResult.Animator.Play("LevelResultClose");
  75. if (withAudio)
  76. {
  77. R.Audio.PlayEffect(486, null);
  78. }
  79. return base.StartCoroutine(this.DisableOnEndOfStateCoroutine(this._levelResult.Animator));
  80. }
  81. private IEnumerator DisableOnEndOfStateCoroutine(Animator animator)
  82. {
  83. yield return new WaitForSeconds(animator.GetCurrentAnimatorStateInfo(0).length);
  84. R.Ui.Pause.Enabled = true;
  85. yield break;
  86. }
  87. [SerializeField]
  88. private UIBloodPalaceController.UIScoreboard _scoreboard;
  89. [SerializeField]
  90. private UIBloodPalaceController.UILevelResult _levelResult;
  91. [Serializable]
  92. private class UIScoreboard
  93. {
  94. public UIBloodPalaceScoreboardColumeController[] BloodPalaceScoreboardColumes;
  95. public Animator Animator;
  96. }
  97. [Serializable]
  98. private class UILevelResult
  99. {
  100. public int WaveScore
  101. {
  102. set
  103. {
  104. this._waveScore.text = value.ToString();
  105. }
  106. }
  107. public int BeautyScore
  108. {
  109. set
  110. {
  111. this._beautyScore.text = value.ToString();
  112. }
  113. }
  114. public int Time
  115. {
  116. set
  117. {
  118. TimeSpan timeSpan = new TimeSpan(0, 0, value);
  119. this._time.text = string.Format("{0:F0}:{1:D2}", timeSpan.TotalMinutes, timeSpan.Seconds);
  120. }
  121. }
  122. public float FlashPercent
  123. {
  124. set
  125. {
  126. this._flashPercent.text = string.Format("{0:F0}%", value * 100f);
  127. }
  128. }
  129. public int OriginalScore
  130. {
  131. set
  132. {
  133. this._originalScore.text = value.ToString();
  134. }
  135. }
  136. public int Score
  137. {
  138. set
  139. {
  140. this._score.text = value.ToString();
  141. }
  142. }
  143. public bool NoHurt
  144. {
  145. set
  146. {
  147. this._noHurt.gameObject.SetActive(value);
  148. }
  149. }
  150. [SerializeField]
  151. private UILabel _beautyScore;
  152. [SerializeField]
  153. private UILabel _flashPercent;
  154. [SerializeField]
  155. private UISprite _noHurt;
  156. [SerializeField]
  157. private UILabel _originalScore;
  158. [SerializeField]
  159. private UILabel _score;
  160. [SerializeField]
  161. private UILabel _time;
  162. [SerializeField]
  163. private UILabel _waveScore;
  164. public Animator Animator;
  165. }
  166. }