Cute_demon_attacks/meng_yao/Assets/script/TanChuang/Lingjiang_Tanchuang.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Lingjiang_Tanchuang : mount
{
public Button Kfbtn;
public Button Txbtn;
public Text title;
public Text balance;
public Text explained;
public Text BindingTips;
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public Transform canvas;
public GameObject bendingprefab;
private async void OnEnable()
{
Init();
}
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// Start is called before the first frame update
void Start()
{
Kfbtn.onClick.AddListener(Display_pop_up_window);
Txbtn.onClick.AddListener(TxClick);
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}
private void Display_pop_up_window()//<2F><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>п<EFBFBD>
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{
GameObject obj= Instantiate(bendingprefab,canvas);
obj.GetComponent<BindingPanel>().lingjiang = this;
}
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void TxClick()//<2F><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>п<EFBFBD>
{
}
public async void Init()
{
WithdrawConfigResponse response = await Scene_main_jiekou.instance.WithdrawConfigs();
title.text = response.data.config.title;
balance.text = response.data.config.balance;
explained.text = response.data.config.explained;
if (response.data.accounts.Count != 0)
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{
Debug.Log(response.data.accounts);
Txbtn.gameObject.SetActive(true);
BindingTips.text = "";
}
else
{
Kfbtn.gameObject.SetActive(true);
}
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}
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}