using UnityEngine;
using UnityEngine.UI;
using TowerDefense.UI.HUD;
using DG.Tweening;
using TowerDefense.Towers.Placement;
using UnityEngine.SceneManagement;
using TowerDefense.Level;
/**
* 无尽模式结算
* @Author: chenxin
* @Date: 2020-10-19 17:11:03
*/
namespace KTGMGemClient
{
public class EndlessSettlement : MonoBehaviour
{
public AudioClip VictoryAudio;
public AudioSource AudioSource;
///
/// Name of level select screen
///
public string menuSceneName = "MainManuScene";
///
/// Reference to the
///
protected EndlessLevelManager levelManager;
///
/// 最终波次文本
///
public Text FinalWaveText;
///
/// 道具列表UI
///
public GameObject PropListUI;
public GameObject SettlementUI;
public GameObject EffectPrefabObject;
private GameObject effectObj;
public void Init()
{
LazyLoad();
levelManager.LevelCompleted -= Victory;
levelManager.LevelCompleted += Victory;
}
///
/// 回到主界面的功能,暂时也使用重新开启新关卡.
///
public void ReturnToMainMenu()
{
// 清空所有Tween数据:
DOTween.Clear();
EndlessUIStart.bFirstLoaded = false;
EndlessUIStart.bGameStart = false;
TowerPlacementGridEndless.GRID_OPENCASH = 100;
SafelyUnsubscribe();
SceneManager.LoadScene(menuSceneName);
}
///
/// Shows the end game screen
///
protected void OpenEndGameScreen(bool victory)
{
if (!EndlessGameUI.instanceExists) return;
if (EndlessGameUI.instance.state == EndlessGameUI.State.Building)
EndlessGameUI.instance.CancelGhostPlacement();
GameObject go = Instantiate(Resources.Load("UI/Final/FinalPanel"), GameObject.Find("MainUI").transform);
FinalPanel panelUI = go.GetComponent();
panelUI.SetData($"成绩 {EndlessLevelManager.instance.CurrentLevel}关 {EndlessLevelManager.instance.WaveManager.CurrentWaveIndex}波", EndlessScoreData.CurrentSocre);
GameObject.Find("BottomUI").GetComponent