private void PlusLoadRate() { rate += 10; if (rate > 100) { rate = 100; currentUIType = FightMatchUIType.None; } controller.SendNoticeC2S(rate); }
//Set Fight Match UI private void SetFightMatchUI(FightMatchUIType uiType) { currentUIType = uiType; switch (uiType) { case FightMatchUIType.MatchUI: roomPanel.gameObject.SetActive(true); friendPanel.gameObject.SetActive(true); backButton.gameObject.SetActive(true); matchSucceedPanel.gameObject.SetActive(false); timerObj.gameObject.SetActive(false); titleText_match.gameObject.SetActive(true); titleText_matching.gameObject.SetActive(false); armyToggleGroup.gameObject.SetActive(true); armyTgText1.gameObject.SetActive(true); armyTgText2.gameObject.SetActive(true); armyTgText3.gameObject.SetActive(true); runeDropdown.interactable = true; instituteSkillDropdown.interactable = true; matchButton.interactable = true; buttonText.text = beInvited ? "准备" : "开始匹配"; matchButton.gameObject.SetActive(true); cancelButton.gameObject.SetActive(false); if (currentBattleType == Data.BattleType.BattleP1vsP1) { titleText_match.text = "1V1 匹配"; friendTran.gameObject.SetActive(false); } else if (currentBattleType == Data.BattleType.BattleP2vsP2) { titleText_match.text = "2V2 匹配"; friendTran.gameObject.SetActive(true); } else if (currentBattleType == Data.BattleType.Tranining) { titleText_match.text = "训练模式"; friendTran.gameObject.SetActive(false); } else if (currentBattleType == Data.BattleType.Survival) { titleText_match.text = "生存模式"; friendTran.gameObject.SetActive(false); } break; case FightMatchUIType.MatchingUI: roomPanel.gameObject.SetActive(true); friendPanel.gameObject.SetActive(true); backButton.gameObject.SetActive(false); matchSucceedPanel.gameObject.SetActive(false); timerObj.gameObject.SetActive(true); titleText_match.gameObject.SetActive(false); titleText_matching.gameObject.SetActive(true); armyToggleGroup.gameObject.SetActive(false); armyTgText1.gameObject.SetActive(false); armyTgText2.gameObject.SetActive(false); armyTgText3.gameObject.SetActive(false); runeDropdown.interactable = false; instituteSkillDropdown.interactable = false; buttonText.text = "取消匹配"; matchButton.gameObject.SetActive(false); cancelButton.gameObject.SetActive(!beInvited); timeLeft_room = 0; break; case FightMatchUIType.MatchSucceedUI: roomPanel.gameObject.SetActive(false); friendPanel.gameObject.SetActive(false); matchSucceedPanel.gameObject.SetActive(true); break; } }