先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
37 lines
1.4 KiB
C#
37 lines
1.4 KiB
C#
using UnityEngine.UI;
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using TMPro;
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using asap.core;
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using cfg;
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public class CampSettlementPanel : BasePanel
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{
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private Button _btnClose, _btnRetry, _btnAlign;
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private TMP_Text _textAlignCost;
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//public Action Retry, Align;
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private IEventAggregator _eventAggregator;
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private void Awake()
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{
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_btnClose = transform.Find("root_fail/btn_close").GetComponent<Button>();
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_btnRetry = transform.Find("root_fail/station_advert/btn_retry/btn_green").GetComponent<Button>();
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_btnAlign = transform.Find("root_fail/station_advert/btn_fix/btn_green").GetComponent <Button>();
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_textAlignCost = transform.Find("root_fail/station_advert/btn_fix/cost/text_num").GetComponent<TMP_Text>();
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}
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public void Init(IEventAggregator ea)
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{
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_eventAggregator = ea;
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_textAlignCost.text = ConvertTools.GetNumberString(
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GContext.container.Resolve<Tables>().TbConstructionInfiniteConfig.ResetCost);
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}
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protected override void Start()
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{
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_btnClose.onClick.AddListener(
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() => _eventAggregator.Publish(new EventInfiniteBuildingRetry()));
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_btnRetry.onClick.AddListener(
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() => _eventAggregator.Publish(new EventInfiniteBuildingRetry()));
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_btnAlign.onClick.AddListener(
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() => _eventAggregator.Publish(new EventInfiniteBuildingAlign()));
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base.Start();
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}
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}
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