using System; using System.Collections; using System.Collections.Generic; using System.Xml.Schema; using TMPro; using UnityEngine; using UnityEngine.UI; public class UI_InformationPanel : MonoBehaviour { public Transform UpdateBuilding; public Transform SetBlob; [SerializeField] private Transform OnOffButton; [SerializeField] private Transform SecondInfoPanel; [SerializeField] private GameObject TechItemPrefab; public GameObject CeremonyButton; public Transform itemPanel; public GameObject YishiUIObject; [SerializeField] private AudioClip OverClip; [SerializeField] private AudioClip ClickClip; private AudioSource audioSource; private Dictionary items = new Dictionary(); //下方成就 private List UpgradeItems = new List(); private List UnlockedItems = new List(); private Buildings buildings; [System.Serializable] public class BTInfo { public string BITName; public string BTIDescription; public string BTIWordDescription; public int currentNum; public BTInfo(string name, string description, string btiWordDescription, int currentNum = 0) { BITName = name; BTIDescription = description; BTIWordDescription = btiWordDescription; this.currentNum = currentNum; } } void Start() { //GetComponent().alpha = 0; //YishiUIObject = GameObject.Find("仪式UI"); gameObject.SetActive(false); buildings = transform.parent.GetComponent(); audioSource = GetComponent(); } public void PlayUIAudio(int index) { if (index == 0) { audioSource.PlayOneShot(OverClip); } if (index == 1) { audioSource.PlayOneShot(ClickClip); } } private void FixedUpdate() { /*//每帧逐个【建筑科技项】检测,是否资源足够 foreach (SpecailBuff_Buildings.BuildingTechItem bti in items.Keys) { if (CheckUnlock(bti.faithCost,bti.blobCost,bti.woodCost)) { items[bti].transform.Find("AddTuanZi").GetComponent