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根据场景类型自动设置UI显示隐藏,需要先修改AreaNameDic中的场景类型

develop
曹衍涛 4 years ago
parent
commit
4ea0b5e2e5
  1. BIN
      Assets/CloneTypesTemplate/CloneEnums.prefab
  2. BIN
      Assets/Prefab/UI/Canvas.prefab
  3. BIN
      Assets/Scene/MainScene_New.unity
  4. 4
      Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs
  5. 1
      Assets/Scripts/UIScripts/AreaNameDic.cs
  6. 5
      Assets/Scripts/UIScripts/FloorsPanelManager.cs
  7. BIN
      电子沙盘合成文档.docx

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Assets/CloneTypesTemplate/CloneEnums.prefab

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Assets/Prefab/UI/Canvas.prefab

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Assets/Scene/MainScene_New.unity

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4
Assets/Scripts/Power/FiremanSkill/XiaoFangYuanDrawLine.cs

@ -143,6 +143,10 @@ public class XiaoFangYuanDrawLine : MonoBehaviour
{
if (nowpath != null)
{
if (nowpath.Length<1)
{
return;
}
if (Allpath.Count == 0)
{
Allpath.Add(nowpath[0]);

1
Assets/Scripts/UIScripts/AreaNameDic.cs

@ -16,4 +16,5 @@ public class AreaNameDic
}
return NameDic[area];
}
public static SceneType type=SceneType.chemicalBuilding;
}

5
Assets/Scripts/UIScripts/FloorsPanelManager.cs

@ -20,6 +20,11 @@ public class FloorsPanelManager : MonoBehaviour
private List<UIFloor> ParentArea = new List<UIFloor>();
void Start()
{
if (AreaNameDic.type==SceneType.chemicalBuilding)
{
gameObject.SetActive(false);
return;
}
if (FloorBtnPrefab == null)
{
FloorBtnPrefab = Resources.Load("UI/FloorItem") as GameObject;

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电子沙盘合成文档.docx

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