using NUnit.Framework; using System; using System.Threading; using TMPro; using UnityEngine; using UnityEngine.UI; public class ServerWorkMessageReplyWordsPanel : MonoBehaviour { public static ServerWorkMessageReplyWordsPanel Instance; public Button sampleLeftButton; public Button sampleRightButton; public Button submitButton; public TMP_InputField replyMessageInputField; private int currentSampleWordsIndex = 0; private string[] sampleWords = { "福在心間非遠方行誠一步百事昌天開一線容人渡前路微光漸放芒", "命裡有時終必至急行反失遠行期靜看潮起潮又落好風自會送舟歸", "心誠萬事皆能順莫急莫慌自有門天道酬勤終不負善念長存歸本根", "汝問蒼天天不語早知汝路自難移命數原非神可改徒然叩首費心思", "求財無財空添亂問愛無愛更心煩問命問天徒自苦不如回家補個眠" }; private void Awake() { Instance = this; } // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { if (sampleLeftButton) { sampleLeftButton.onClick.AddListener(sampleLeftButton_onClicked); } if (sampleRightButton) { sampleRightButton.onClick.AddListener(sampleRightButton_onClicked); } if (submitButton) { submitButton.onClick.AddListener(submitButton_onClicked); } } private void submitButton_onClicked() { GameMessageWorkResult msgObj = new GameMessageWorkResult { count = ServerWorkMessagePanel.workMessageCount, result = ServerWorkMessageReplyPanel.messageReply, resultText = replyMessageInputField.text }; string payloadStr = JsonUtility.ToJson(msgObj); NetworkMessageHandler.Instance.SendMessageToClient("workMessageResult", payloadStr); if (ServerWorkSceneController.Instance != null) { ServerWorkSceneController.Instance.processStep(5); } } private void sampleRightButton_onClicked() { if (replyMessageInputField) { currentSampleWordsIndex++; if (currentSampleWordsIndex >= sampleWords.Length) currentSampleWordsIndex = sampleWords.Length - 1; replyMessageInputField.text = sampleWords[currentSampleWordsIndex]; } } private void sampleLeftButton_onClicked() { if (replyMessageInputField) { currentSampleWordsIndex--; if (currentSampleWordsIndex < 0) currentSampleWordsIndex = 0; replyMessageInputField.text = sampleWords[currentSampleWordsIndex]; } } // Update is called once per frame void Update() { } }