using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace ET.Client { [ComponentOf(typeof(UI))] public class UIStartFightRoomPlayerCom { public GameObject playerObj; public Image playerIcon; public GameObject readyImage; public GameObject fightCardNode; public GameObject disCardsNode; } [ComponentOf(typeof(UI))] public class UIFightCardItemComponent { public GameObject node; public GameObject sourceItem; } [ComponentOf(typeof(UI))] public class UIStartFightRoomComponent : Entity, IAwake, IDestroy { public GameObject houseIcon; public GameObject houseIdTxt; public GameObject gameNumTxt; public GameObject curResidueTxt; public GameObject wifiImage; public GameObject powerImage; public Text timeTxt; public GameObject menuBtn; public GameObject faceBtn; public GameObject videoBtn; public GameObject menuPanel; public GameObject maskBtn; public GameObject menuBackBtn; public GameObject menuQuitBtn; public GameObject menuSettingBtn; public GameObject facePanel; public GameObject fastToggleBtn; public GameObject faceToggleBtn; public GameObject listFastGridBg; public GameObject listFastContent; public GameObject gridFastItem; public GameObject listFaceGridBg; public GameObject listFaceContent; public GameObject gridFaceItem; public List uIStartFightRoomPlayerComs = new List(); public GameObject fightCardItem; //上下 public GameObject fightCardItem1; //左右 public GameObject readyBtn; public GameObject inviteBtn; public GameObject faceAndVideoObj; public GameObject facePanelCloseBtn; //战斗聊天弹框 public List playChatObjList = new List(); public Image shakeDiceImage; public Text timeCountTxt; //操作 public GameObject operatorObj; public List operatorObj_btn = new List(); public long RepeatedTimer; public long startTimer; public long startTimeCount = 0; //用于开始倒计时,以及每个回合倒计时 public int curCardVal = -1; } }