Files
aibis-dream/Assets/Scripts/FixSystemNew/WhackMole/WhackMoleLog.cs
T
2025-07-23 19:37:24 +08:00

57 lines
1.8 KiB
C#

using System;
using AibisDream.Framework;
using TMPro;
using UnityEngine;
namespace AibisDream.FixSystem
{
public class WhackMoleLog : MonoBehaviour
{
private TMP_Text _countDownText;
private TMP_Text _stateText;
private TMP_Text _resText;
private void Awake()
{
_countDownText = transform.Find("倒计时").GetComponent<TMP_Text>();
_stateText = transform.Find("当前状态").GetComponent<TMP_Text>();
_resText = transform.Find("结果").GetComponent<TMP_Text>();
EnumEventSystem.Global.Register(WhackMoleState.BeforePlug, OnBeforePlug);
EnumEventSystem.Global.Register<WhackMoleState, float>(WhackMoleState.WaitPlug, OnWaitPlug);
EnumEventSystem.Global.Register(WhackMoleState.AfterPlug, OnAfterPlug);
}
public void Init()
{
_countDownText.text = "倒计时:等待";
_stateText.text = "当前状态:开始";
_resText.text = "结果:等待";
}
private void OnBeforePlug()
{
_stateText.text = "当前状态:前置效果";
_countDownText.text = "倒计时:0";
}
private void OnWaitPlug(float time)
{
_stateText.text = "当前状态:插线倒计时";
_countDownText.text = $"倒计时:{time:F}";
}
private void OnAfterPlug()
{
_stateText.text = "当前状态:后置效果";
_countDownText.text = "倒计时:0";
}
public void OnGameEnd(bool isSuccess)
{
_stateText.text = "当前状态:游戏结束";
_countDownText.text = "倒计时:0";
_resText.text = "结果:" + (isSuccess ? "成功" : "失败");
}
}
}