using System; using System.Collections; using System.Collections.Generic; using Spine.Unity; using TMPro; using UnityEngine; using UnityEngine.UI; public class HomePanel : MonoBehaviour { [SerializeField] private SkeletonGraphic window; [SerializeField] private SkeletonGraphic light; [SerializeField] private SkeletonGraphic carpet; [SerializeField] private SkeletonGraphic closet; [SerializeField] private SkeletonGraphic chair; [SerializeField] private Button TourButton; [SerializeField] private List _buildButtons; [SerializeField] private TextMeshProUGUI star; public void ResetImage() { var windowLv = DataManager.GetHomeFurnitureID("window"); var lightLv = DataManager.GetHomeFurnitureID("light"); var carpetLv = DataManager.GetHomeFurnitureID("carpet"); var closetLv = DataManager.GetHomeFurnitureID("closet"); var chairLv = DataManager.GetHomeFurnitureID("chair"); if (windowLv==0) { windowLv = 5001021; DataManager.SetHomeFurnitureID("window", windowLv); } if (lightLv==0) { lightLv = 5001031; DataManager.SetHomeFurnitureID("light", lightLv); } if (carpetLv==0) { carpetLv = 5001051; DataManager.SetHomeFurnitureID("carpet", carpetLv); } if (closetLv==0) { closetLv = 5001041; DataManager.SetHomeFurnitureID("closet", closetLv); } if (chairLv==0) { chairLv = 5001011; DataManager.SetHomeFurnitureID("chair", chairLv); } foreach (var button in _buildButtons) { button.RestGameObject(this); } SetAniRest(window, windowLv); SetAniRest(light, lightLv); SetAniRest(carpet, carpetLv); SetAniRest(closet, closetLv); SetAniRest(chair, chairLv); star.text = DataManager.GetStar().ToString(); } private void SetAniRest(SkeletonGraphic ani,int id) { var data = JsonTab.Instance.tables.BuildLevelUp.Get(id); ani.Skeleton.SetSkin(data.Buildingicon); ani.Skeleton.SetSlotsToSetupPose(); } private void OnEnable() { TourButton.onClick.AddListener(TourPanel); } private void OnDisable() { TourButton.onClick.RemoveListener(TourPanel); } bool OpenLevel(string key) { return false; } void TourPanel() { MainPanel.ins.ClosePanelEvent(); } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } }