using asap.core; using cfg; using GameCore; using System.Collections; using UnityEngine; public class DuelFishProgress : MonoBehaviour { public GameObject catching; public GameObject nocatched; public GameObject failed; public DuelFishProgressInfo fishInfo; public GameObject finished; IUIService uiService; private void Awake() { uiService = GContext.container.Resolve(); } public void Catching() { catching.SetActive(true); nocatched.SetActive(false); } public void NoCatched() { catching.SetActive(false); nocatched.SetActive(true); } public void Failed() { catching.SetActive(false); nocatched.SetActive(false); failed.SetActive(true); StartCoroutine(HideFishInfo(failed)); } public void ShowFishInfo(FishInfoData data, bool isEnd) { catching.SetActive(false); nocatched.SetActive(false); failed.SetActive(false); fishInfo.gameObject.SetActive(true); Item item = GContext.container.Resolve().GetItemData(data.fishItemId); if (item != null) { PlayerFishData.SetFishIcon(fishInfo.icon_fish, item);//鱼头像 } fishInfo.text_num_score.SetValue(data.point.ToString(), data.higher); fishInfo.text_num_fishcard.SetValue(data.fishCardAdd.ToString("P0"), data.higherCard); fishInfo.text_num_rod.SetValue(data.fishRodAdd.ToString("P0"), data.higherRod); if (isEnd) { finished.SetActive(true); } StartCoroutine(HideFishInfo(fishInfo.gameObject)); } IEnumerator HideFishInfo(GameObject hide) { yield return new WaitForSeconds(3f); hide.SetActive(false); } }