126 lines
3.4 KiB
C#
126 lines
3.4 KiB
C#
using UnityEngine;
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using UnityEditor;
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using WIFramework.UI;
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using UnityEngine.UI;
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using System;
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using System.Collections;
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namespace WSH.UI
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{
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public class UI_Panel_PermissionCheck : PanelBase
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{
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public Button button_Ok;
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public Button button_Cancel;
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public Image Panel_PermissionCheck;
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public UI_Panel_PermissionDenied Panel_PermissionDenied;
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public float fadingTime;
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public override void Initialize()
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{
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button_Ok.onClick.AddListener(OnClick_Ok);
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button_Cancel.onClick.AddListener(Deactive);
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GetPanel(out Panel_PermissionDenied);
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//Panel_PermissionDenied.button_Close.onClick.AddListener(Deactive);
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Deactive();
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}
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public override void Active()
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{
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if (gameObject.activeSelf)
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return;
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Debug.Log("Active=UI_Panel_PermissionCheck");
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base.Active();
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StopAllCoroutines();
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StartCoroutine(BackgroundFadeIn());
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}
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public override void Deactive()
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{
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if (!gameObject.activeSelf)
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return;
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Debug.Log("Deactive=UI_Panel_PermissionCheck");
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Panel_PermissionDenied.Deactive();
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gameObject.SetActive(false);
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}
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public override void ActionTest(KeyCode key)
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{
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switch (key)
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{
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case KeyCode.Q:
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Active();
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break;
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case KeyCode.W:
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if (!gameObject.activeSelf)
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return;
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OnClick_Ok();
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break;
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case KeyCode.E:
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if (!gameObject.activeSelf)
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return;
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Deactive();
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break;
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}
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}
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public override void OnClick_ColliderButton()
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{
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base.OnClick_ColliderButton();
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Deactive();
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}
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public void OnClick_Ok()
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{
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Debug.Log("OnClick=Ok");
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StopAllCoroutines();
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Panel_PermissionDenied.Active();
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StartCoroutine(AutoDeactive());
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}
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private IEnumerator AutoDeactive()
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{
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timer = 0f;
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while (offTimer > timer)
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{
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timer += Time.deltaTime;
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yield return null;
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}
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Deactive();
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}
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//public Button button_Close;
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public float offTimer = 2f;
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float timer = 0f;
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#region Anim
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IEnumerator BackgroundFadeOut()
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{
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float timer = fadingTime;
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var color = Panel_PermissionCheck.color;
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while (timer>=0f)
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{
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timer -= Time.deltaTime;
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color.a = timer / fadingTime;
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Panel_PermissionCheck.color = color;
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yield return null;
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}
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StartCoroutine(BackgroundFadeIn());
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}
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IEnumerator BackgroundFadeIn()
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{
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float timer = 0;
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var color = Panel_PermissionCheck.color;
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while (timer < fadingTime)
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{
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timer += Time.deltaTime;
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color.a = timer / fadingTime;
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Panel_PermissionCheck.color = color;
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yield return null;
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}
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StartCoroutine(BackgroundFadeOut());
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}
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#endregion
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}
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} |