UI相关逻辑

This commit is contained in:
huyulong 2024-12-11 16:51:06 +08:00
parent f0b9f206aa
commit f122a2e268
5 changed files with 179 additions and 11 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Reporting;
using UnityEditor.UI;
using UnityEngine;
using UnityEngine.UI;
public class FreePanel01 : MonoBehaviour
{
public Button connectBtn;
//这里是计时器相关变量
public Text timerText;
@ -19,10 +21,14 @@ public class FreePanel01 : MonoBehaviour
{
timeElapsed = 0f;
connectBtn.onClick.AddListener(OnClickConnectBtn);
}
//当点击连接通话按钮
public void OnClickConnectBtn()
{
return;
}

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@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PingDisplay : MonoBehaviour
{
public Text pingText; // 显示延迟的UI Text
private int pingValue = 100; // 模拟网络延迟值
void Update()
{
// 更新延迟显示的文字
pingText.text = $"网络延迟:{pingValue}ms";
// 设置文字颜色
if (pingValue <= 149)
{
pingText.color = Color.green; // 绿色
}
else if (pingValue <= 399)
{
pingText.color = new Color(1f, 0.92f, 0.016f); // 黄色 (RGB近似)
}
else
{
pingText.color = Color.red; // 红色
}
}
public void SetPingValue(int _pingValue)
{
pingValue = _pingValue;
}
// 模拟获取网络延迟的方法,实际项目中请替换为真实延迟获取逻辑
int GetPingValue()
{
// 示例:随机模拟网络延迟
return Random.Range(1, 500);
}
}

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