Files
AIGame/AIClient/Assets/HotUpdate/Scripts/UI/MainHudView.cs
T
udxandCursor c94b8fefeb Add MainHUD gameplay UI, net handshake updates, and server maintenance mode.
Introduce UiManager/MainHUD prefab flow, strengthen GameNet/WsClient, and add AIServer maintenance endpoint support.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-21 17:34:42 +08:00

72 lines
2.2 KiB
C#

using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>
/// UI_MainHUD 运行时绑定。
/// </summary>
public sealed class MainHudView : MonoBehaviour
{
public const string PrefabName = "UI_MainHUD";
TextMeshProUGUI _status;
TextMeshProUGUI _pid;
GameObject _reconnectPanel;
TextMeshProUGUI _reconnectText;
Button _reconnectBtn;
public event Action OnReconnectClicked;
public void Bind()
{
_status = FindTmp("Txt_Status");
_pid = FindTmp("Txt_Pid");
var panel = transform.Find("Panel_Reconnect");
_reconnectPanel = panel != null ? panel.gameObject : null;
_reconnectText = FindTmp("Txt_Reconnect");
var btnTf = transform.Find("Panel_Reconnect/Btn_Reconnect");
_reconnectBtn = btnTf != null ? btnTf.GetComponent<Button>() : null;
if (_reconnectBtn != null)
{
_reconnectBtn.onClick.RemoveAllListeners();
_reconnectBtn.onClick.AddListener(() => OnReconnectClicked?.Invoke());
}
ShowReconnect(false);
}
public void SetStatus(string text)
{
if (_status != null) _status.text = text ?? string.Empty;
}
public void SetPid(long pid)
{
if (_pid != null) _pid.text = pid > 0 ? $"pid={pid}" : "pid=-";
}
public void ShowReconnect(bool visible, string message = null)
{
if (_reconnectPanel != null) _reconnectPanel.SetActive(visible);
if (visible && _reconnectText != null && !string.IsNullOrEmpty(message))
_reconnectText.text = message;
}
TextMeshProUGUI FindTmp(string path)
{
var t = transform.Find(path);
if (t == null)
{
// 深层查找
var all = GetComponentsInChildren<TextMeshProUGUI>(true);
foreach (var c in all)
if (c.name == path) return c;
return null;
}
return t.GetComponent<TextMeshProUGUI>();
}
}
}