using System; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; public class GameScene : BaseScene { protected override void Init() { base.Init(); _sceneType = Define.Scene.Game; Manager.UI.UIList = new List { "ExpBar" , "JoyStick"}; var onList = new[] {"ExpBar", "JoyStick"}; foreach (var list in onList) { Manager.UI.SwitchOnObject(list, true); } Manager.UI.ExclusiveExpBar(); // CreateJoyStick(); CreateButtons(); CreateSpawner(); } void CreateJoyStick() { // GameObject joystick = Manager.Resource.Instantiate("Prefabs/UI/VirtualJoyStick", GameObject.Find("@Canvas").transform); // joystick.AddComponent(); } void CreateButtons() { Button_Action buttons = _canvas.AddComponent(); // if (buttons != null) // { // buttons.SetSkillButtonEvent(0, () => Debug.Log("Skill 1 Button Clicked")); // buttons.SetSkillButtonEvent(1, () => Debug.Log("Skill 2 Button Clicked")); // buttons.SetSkillButtonEvent(2, () => Debug.Log("Skill 3 Button Clicked")); // // buttons.SetSkillButtonEvent(3, () => Debug.Log("Skill 4 Button Clicked")); // } } void CreateSpawner() { GameObject spawner = Manager.Resource.Instantiate("Prefabs/UI/Spawner", GameObject.Find("@Scene").transform); var spawn = spawner.AddComponent(); spawn.EnemyPrefabPath = "Prefabs/Characters/Test_Enemy"; spawn.EnemyDataPath = "Data/E_Test1"; } private void Update() { } public override void Clear() { } }