using System.Collections; using System.Collections.Generic; using System.Text; using TMPro; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.Playables; using UnityEngine.UI; [System.Serializable] public struct GodComingTimes { public GodType godType; public int Count; public string GetGodName() { string godname = ""; switch (godType) { case GodType.Sun: godname = "日神"; break; case GodType.war: godname = "战神"; break; case GodType.spring: godname = "春神"; break; default: break; } return godname; } } public class YiShiUI : MonoSingleton { [Header("仪式模式")] public YiShiItem yishiitem; public PlayableDirector playableDirector; [Header("交换接口")] public List ItemUIs; public YiShiItems YishiItemBag; private int NeedResourceCount;//资源目前数量 private InputField inputField; // 引用InputField public List godComingTimes; [Header("日战春")] public List Godsprites; public List ResourceSprite; public int YiShiMode = 0; private bool isRun;//仪式正在进行 private bool isGetreward = true;//已经领取到奖励 YiShiReward yiShiReward; public GameObject bag; public override void Awake() { base.Awake(); GameProcedureManager.Instance.FaithCount += 1000; playableDirector.stopped += OnPlayableDirectorStopped; //GameProcedureManager.Instance.StoneCount = 1000; //GameProcedureManager.Instance.FaithCount = 1000; transform.Find("仪式/开始仪式按钮").GetComponent