using asap.core; using cfg; using GameCore; using MH.WaterCausticsModules; using System; using System.Collections; using System.Collections.Generic; using TMPro; using UniRx; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; public class FishCardItem : PanelItemBase { WaterCausticsEffect waterCausticsEffect; Coroutine coroutine; private Image bg_quality; TMP_Text text_name; private Image icon_fish; private GameObject icon_fish_empty; private TMP_Text text_info; public TMP_Text text_weight; public Button btn_rank; private List stars = new List(); private Image bar; private GameObject bar_max; public TMP_Text text_bar; public TMP_Text text_level; //模型存放节点 public Transform avatar; GameObject currentFish; GameObject loading; public RawImage rawImageFish; public Camera _camera; public UIDrag uiDrag; //血量 public TMP_Text text_hp; //重量 public TMP_Text text_weight2; //额外加成 public TMP_Text text_extra; private List colorStr = new List() { new[] { "#021d5f", "#021d5f" }, new[] { "#a7caf8", "#e1ecff" }, new[] { "#f5a6f8", "#f6d2fe" }, new[] { "#ffe7a7", "#ffffeb" }, }; private int ID; private string fishingName; IDisposable disposable; RenderTexture rt; void Awake() { disposable = GContext.OnEvent().Subscribe(SetFishAsync); text_weight = transform.Find("text_num").GetComponent(); btn_rank = transform.Find("text_record/btn_rank/btn_green_c").GetComponent