using UnityEngine; public class TrainDgView : View { [SerializeField] ExtendText dungeonLevelText; [SerializeField] SeperatedBar waveProgressBar; [SerializeField] ExtendText remainTimeText; TrainDg dungeon; private void Start() { viewState = ViewState.Hidden; gameObject.SetActive(false); } public override void Show() { ResetPosition(); viewState = ViewState.Shown; gameObject.SetActive(true); } public override void Hide() { gameObject.SetActive(false); viewState = ViewState.Hidden; } private void LateUpdate() { waveProgressBar?.SetCurrentCount(dungeon.CurrentWave); remainTimeText?.SetText(FormatString.TextTime((int)dungeon.ModRemainingTime)); } public void SetDungeon(TrainDg dungeon) { this.dungeon = dungeon; string levelFormat = LocalizationText.GetText("dg_diff"); dungeonLevelText?.SetText(FormatString.StringFormat(levelFormat, dungeon.Data.Level)); waveProgressBar?.Setup(dungeon.Data.WaveCount); remainTimeText?.SetText(FormatString.TextTime((int)dungeon.ModRemainingTime)); } public void OpenQuitDungeon() { GameUIMgr.SOpenPopup2Button(LocalizationText.GetText("msg_dungeonout"), QuitDungeon); } private void QuitDungeon() { if (BattleMgr.Instance.doNotInterupt) { GameUIMgr.SOpenToast(LocalizationText.GetText("donot_interupt")); return; } dungeon.QuitDungeon(); } }