【m】框架大更新
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UniFramework.Event;
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public class UIBattleWindow : MonoBehaviour
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{
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private readonly EventGroup _eventGroup = new EventGroup();
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private GameObject _overView;
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private Text _scoreLabel;
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private void Awake()
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{
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_overView = this.transform.Find("OverView").gameObject;
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_scoreLabel = this.transform.Find("ScoreView/Score").GetComponent<Text>();
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_scoreLabel.text = "Score : 0";
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var restartBtn = this.transform.Find("OverView/ReplayButton").GetComponent<Button>();
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restartBtn.onClick.AddListener(OnClickReplayBtn);
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var homeBtn = this.transform.Find("OverView/HomeButton").GetComponent<Button>();
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homeBtn.onClick.AddListener(OnClickHomeBtn);
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_eventGroup.AddListener<BattleEventDefine.ScoreChange>(OnHandleEventMessage);
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_eventGroup.AddListener<BattleEventDefine.GameOver>(OnHandleEventMessage);
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}
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private void OnDestroy()
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{
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_eventGroup.RemoveAllListener();
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}
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private void OnClickReplayBtn()
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{
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SceneEventDefine.ChangeToBattleScene.SendEventMessage();
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}
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private void OnClickHomeBtn()
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{
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SceneEventDefine.ChangeToHomeScene.SendEventMessage();
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}
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private void OnHandleEventMessage(IEventMessage message)
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{
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if(message is BattleEventDefine.ScoreChange)
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{
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var msg = message as BattleEventDefine.ScoreChange;
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_scoreLabel.text = $"Score : {msg.CurrentScores}";
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}
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else if(message is BattleEventDefine.GameOver)
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{
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_overView.SetActive(true);
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}
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}
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}
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