Files
ChunilENG/Assets/Scripts/UI/Panel_WorkProgressStatus.cs
2025-03-20 16:22:02 +09:00

94 lines
2.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using static MQTT;
using WI;
public class Panel_WorkProgressStatus : PanelBase
{
public Dictionary<string, UI_WorkStatusItem> workStatuses = new Dictionary<string, UI_WorkStatusItem>();
private Panel_Effect effect;
private UI_WorkStatusItem prf_workStatusItem;
public ScrollRect ScrollView_StatusItems;
public Button CloseButton;
public TextMeshProUGUI CurrentDate;
public TextMeshProUGUI CurrentTime;
public float fadeTime;
public override void AfterAwake()
{
prf_workStatusItem = Resources.Load<UI_WorkStatusItem>("Prefabs/UI/UI_WorkStatusItem");
CloseButton.onClick.AddListener(Close);
SetDate();
Close();
}
public void Update()
{
SetTime();
}
public void Open()
{
effect.ActivePanel(gameObject);
gameObject.SetActive(true);
gameObject.transform.SetAsLastSibling();
StopAllCoroutines();
StartCoroutine(ScaleUp());
}
public void Close()
{
effect.DeactivePanel(gameObject);
gameObject.SetActive(false);
gameObject.transform.localScale = Vector3.zero;
}
public void SetWorkProgressStatus(List<WorkShopInfo> workShopInfos)
{
bool odd = true;
foreach (var workShopInfo in workShopInfos)
{
if (!workStatuses.ContainsKey(workShopInfo.groupcd))
{
var workStatusItem = Instantiate(prf_workStatusItem, ScrollView_StatusItems.content);
workStatuses.Add(workShopInfo.groupcd, workStatusItem);
}
if (odd)
{
workStatuses[workShopInfo.groupcd].SetStatusData(workShopInfo, new Color(0.07058824f, 0.1294118f, 0.2941177f));
}
else
{
workStatuses[workShopInfo.groupcd].SetStatusData(workShopInfo, new Color(0.04313726f, 0.09019608f, 0.2235294f));
}
odd = !odd;
}
}
public void SetDate()
{
CurrentDate.text = DateTime.Now.ToString("yyyy.MM.dd");
}
public void SetTime()
{
CurrentTime.text = DateTime.Now.ToString("HH:mm");
}
IEnumerator ScaleUp()
{
float timer = 0f;
float percent = 0f;
while (percent < 1)
{
timer += Time.deltaTime;
percent = timer / fadeTime;
transform.localScale = Vector3.Lerp(transform.localScale, Vector3.one, percent);
yield return null;
}
}
}