using UnityEngine; using UnityEngine.UI; using DG.Tweening; using System; using System.Collections; using System.Collections.Generic; namespace GuruClient { public class UIGameWin : MonoBehaviour { public GameObject btnContinue; public Transform puzzleWhole; public Transform txtTitle; public Transform btnMain; public GameObject imgFlag; public GameObject imgLight; public GameObject winPFX; public GameObject imgBg1; public GameObject imgBg2; public GameObject btnTestPass; public GameObject btnTestFail; public Text txtPassCount; public Transform pnlPuzzleBase; public Button btnPuzzleBase; public GameObject bigBG; public GameObject objBGClose; public GameObject btnBGClose; public GameObject objReward; public Slider slider; public Button btnRewardClaim; public Button btnRewardContinue; public Button btnRewardContinueOld; public AnimationCurve rewardCurve; public GameObject objTitle; public GameObject objMidNode; public CanvasGroup canvasGroupNode; public Text txtUp; public Text txtCurCoin; public Text txtContinueCoin; public Image imgClaim; public List txtMultList; private Sequence _sequence; private ALevel _curLevel; private int _bgTimer = -1; private float _bigAnimDuration = 0.6f; private Sequence _sliderSq; private Sequence _rewardObjSq; private int _animCoinNum = 10; private Vector3 _initScale = new Vector3(0.8f, 0.8f, 0.8f); private int _timerId = -1; private float _mulSpeed; private Color _hasADColor = new Color(0.2156863f, 0.5254902f, 0.9490196f, 1); //字的的透明度变成0.86 private Color _noADColor = new Color(1, 1, 1, 0.3f); private bool _hasAD = false; private bool _isDrop; private int _removeTimerId = -1; private GameModel _model; private List _rewardMult; private int _rewardTimerId = -1; private bool _isClose = false; private bool _canTouch = true; public GameObject clickToDownload; public void OnBeforStart(ALevel aLevel) { Luna.Unity.Analytics.LogEvent("EnterGameWin", 0); clickToDownload.GetComponent