using asap.core; using cfg; using GameCore; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace game { public class WashingGameCleanFoam : WashingGamePainting { #region 事件 protected override void StartConclusion(EventWashingConclusionData data) { if (m_PaintTexture != null) { //SetPaintTextureColor(Color.white); SetPaintTextureColor(new Color(1f, 1f, 1f, 0f), true); } base.StartConclusion(data); } #endregion #region 页面功能 protected override void InitPanel() { base.InitPanel(); // 关闭笔刷填充进度 panel.ResetBrushChannelCounterFillAndInverse(true, true); this.StartCoroutine(StartCountingFill()); } private IEnumerator StartCountingFill() { int index = 0; while (index < 10) { yield return null; index++; } panel.StartCountingFill(); } #endregion #region 生命周期 public override void InitGame(string name) { base.InitGame(name); this.m_GameType = EventWashingOperation.Washing; } public override void Fresh(EventWashingDataManager dataManager) { SetPaintTextureColor(Color.white); ChangePaintSphereBlendModeToSubtractiveSoft(); m_PainterColor = new Color(1f, 1f, 1f, 0f); base.Fresh(dataManager); if (m_PaintTexture != null) m_PaintTexture.gameObject.SetActive(true); } #endregion } }