using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement; using AX.NetworkSystem; /// <summary> /// 登录大厅需提供的数据类 /// </summary> public class UserData { public User UserInfo; public Role Role;//角色名 public Organization Org;//角色组织机构 public bool IsReady;//是否准备 } public class StartController : MonoBehaviour { public UI_Control_ScrollFlow SelectionController; private Button StartBtn; public Text WrongText; private float timmer = 1f; void Start() { StartBtn = GetComponent<Button>(); StartBtn.onClick.AddListener( () => { if (GameSettings.othersSettings.mode != Mode.manoeuvre && ArmyDropDownDataBind.IsEmpty) { Debug.Log("空选!"); WrongText.gameObject.SetActive(true); } else { WrongText.gameObject.SetActive(false); timmer = 1f; Debug.Log(SelectionController.Current.name); CurrentUserInfo.role = SelectionController.Current.GetComponent<UI_Control_ScrollFlow_Item>().role; //SceneManager.LoadScene("Lobby"); UserData data = new UserData() { UserInfo = CurrentUserInfo.mySelf, Role = CurrentUserInfo.role, Org = CurrentUserInfo.organization, IsReady = false }; NetworkManager.Default.SendAsync("LOBBY_ENTER_SYNC", data); } } ); } void Update() { if (WrongText.gameObject.activeSelf) { timmer -= Time.deltaTime; if (timmer <= 0) { WrongText.gameObject.SetActive(false); timmer = 1f; } } } }