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552 lines
20 KiB
552 lines
20 KiB
4 years ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using AX.MessageSystem;
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using AX.NetworkSystem;
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public class OilSetManager : MonoBehaviour
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{
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public static OilSetManager GetInstance;
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public Text OutShowText;
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public ToggleRecordByAC ModelChange;
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public InputFieldRecordByAC ChuWuIput;
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public DropDownRecordByAC ChuWuDropDown;
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public SliderRecordByAC ChuLiangSlider;
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public Text ChuLiangAccountShow;
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public ButtonRecordByAC SureBtn;
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public ButtonRecordByAC CancelBtn;
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#region 爆炸UI
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// 沸溢按钮
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public CommonToggle BoilOverToggle;
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// 爆炸文字父对象
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public GameObject ExplodeObj;
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// 喷溅沸溢父对象
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public GameObject BoilOverObj;
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// 爆炸按钮
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public CommonToggle ExplodeToggle;
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// 爆炸时长
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public InputField InputExplodeTime;
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// 爆炸死亡范围
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public InputField InputExplodeDeadRange;
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// 爆炸受伤范围
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public InputField InputExplodeHurtRange;
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// 喷溅时间
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public InputField InputSplashTime;
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// 发生喷溅几率
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public InputField InputSplashProbability;
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// 沸溢时间
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public InputField InputBoilOverTime;
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// 发生沸溢几率
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public InputField InputBoilOverProbability;
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// 喷溅死亡范围
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public InputField InputBoilOverDeadRange;
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// 沸溢文本
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public Text BoilOverText;
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// 爆炸文本
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public Text ExplodeText;
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#endregion
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private OilTankMessage NowSelectMessage;
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private string ChuWu;
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private float ChuLiang;
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public Transform Target;
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void Awake()
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{
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ModelChange.OutInterFaceToggle = OnvalueChangedModelChange;
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ChuWuIput.OutInterFaceInPutField = InputFieldValueChangedChuWuInput;
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ChuWuDropDown.OutInterFaceDropDown = DropDownValueChangedChuWuDrop;
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ChuLiangSlider.OutInterFaceSlider = SliderValueChangedChuLiangSlider;
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SureBtn.OutInterFaceButton = BtnClickSure;
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CancelBtn.OutInterFaceButton = BtnClickCancel;
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GetInstance = this;
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gameObject.SetActive(false);
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ExplodeToggle.OnClicked = BaoZhaToggle_OnClicked;
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ExplodeToggle.UsedColor = false;
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BoilOverToggle.OnClicked = FeiYiToggle_OnClicked;
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BoilOverToggle.UsedColor = false;
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BoilOverText.text = "1.当火灾持续(\u3000)分钟未得到有效控制时,有(\u3000)%的几率出现沸溢。\n2.出现沸溢后(\u3000)分钟内火势仍未得到有效控制时有(\u3000)% 的几率出现喷溅。\n3.在喷溅范围(\u3000)米内的人员全部死亡。";
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ExplodeText.text = "1.冷却强度不足时,(\u3000)分钟发生爆炸。\n2.爆炸后周边(\u3000)米范围内人员死亡;(\u3000)米范围内受伤。";
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InputBoilOverProbability.onValueChanged.AddListener(InputBoilOverProbabilityFiexdValue);
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InputSplashProbability.onValueChanged.AddListener(InputSplashProbabilityFiexdValue);
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InputExplodeDeadRange.onValueChanged.AddListener(InputExplodeDeadRangeValue);
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InputExplodeHurtRange.onValueChanged.AddListener(InputExplodeHurtRangeValue);
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MessageDispatcher.AddListener("LOAD_UIDISASTER", LoadUIDisaster);
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}
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private void InputExplodeHurtRangeValue(string arg0)
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{
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int num = 0;
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if (!string.IsNullOrEmpty(arg0))
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{
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if (string.IsNullOrEmpty(InputExplodeDeadRange.text))
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{
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num = int.Parse(arg0);
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num = Mathf.Clamp(num, 0, 1000);
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}
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else
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{
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num = int.Parse(arg0);
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int numMin = int.Parse(InputExplodeDeadRange.text);
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num = Mathf.Clamp(num, numMin + 10, 1000);
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}
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}
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InputExplodeHurtRange.text = num.ToString();
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}
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private void InputExplodeDeadRangeValue(string arg0)
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{
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int num = 0;
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if (!string.IsNullOrEmpty(arg0))
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{
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num = int.Parse(arg0);
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num = Mathf.Clamp(num, 0, 1000);
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}
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InputExplodeDeadRange.text = num.ToString();
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InputExplodeHurtRange.text = (num + 10).ToString();
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}
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// 限制喷溅几率输入数值
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private void InputBoilOverProbabilityFiexdValue(string arg0)
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{
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int num = 0;
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if (!string.IsNullOrEmpty(arg0))
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{
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num = int.Parse(arg0);
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num = Mathf.Clamp(num, 0, 100);
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}
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InputBoilOverProbability.text = num.ToString();
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}
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// 限制沸溢几率输入数值
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private void InputSplashProbabilityFiexdValue(string arg0)
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{
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int num = 0;
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if (!string.IsNullOrEmpty(arg0))
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{
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num = int.Parse(arg0);
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num = Mathf.Clamp(num, 0, 100);
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}
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InputSplashProbability.text = num.ToString();
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}
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private void FeiYiToggle_OnClicked(CommonToggle arg1, bool arg2)
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{
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BoilOverObj.SetActive(arg2);
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//if (!arg2)
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//{
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// InputSplashTime.text = NowSelectMessage.SplashTime.ToString();
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// InputSplashProbability.text = "";
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// InputBoilOverTime.text = "";
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// InputBoilOverProbability.text = "";
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//}
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}
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private void BaoZhaToggle_OnClicked(CommonToggle arg1, bool arg2)
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{
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ExplodeObj.SetActive(arg2);
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//if (!arg2)
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//{
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// InputExplodeTime.text = "";
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// InputExplodeDeadRange.text = "";
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// InputExplodeHurtRange.text = "";
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//}
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}
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private void OnDestroy()
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{
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InputBoilOverProbability.onValueChanged.RemoveListener(InputBoilOverProbabilityFiexdValue);
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InputSplashProbability.onValueChanged.RemoveListener(InputSplashProbabilityFiexdValue);
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MessageDispatcher.RemoveListener("LOAD_UIDISASTER", LoadUIDisaster);
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}
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private void LoadUIDisaster(IMessage obj)
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{
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if (GameSettings.othersSettings.isSelectedDisaster)
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{
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if (GameSettings.othersSettings.mode != Mode.DisasterManagement)
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{//若是练习或演习模式进入导调组界面,则不可以修改
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SetInteractable();
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//ModelChange.gameObject.GetComponent<Toggle>().interactable = false;
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//ChuWuIput.gameObject.GetComponent<InputField>().interactable = false;
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//ChuWuDropDown.GetComponent<Dropdown>().interactable = false;
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//ChuLiangSlider.GetComponent<Slider>().interactable = false;
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//SureBtn.GetComponent<Button>().interactable = false;
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//CancelBtn.GetComponent<Button>().interactable = false;
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}
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else
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{
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if (!GameSettings.disasterSetting.isEdit)
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{//若是灾情库设置模式的查看,则不可以修改
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SetInteractable();
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//ModelChange.gameObject.GetComponent<Toggle>().interactable = false;
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//ChuWuIput.gameObject.GetComponent<InputField>().interactable = false;
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//ChuWuDropDown.GetComponent<Dropdown>().interactable = false;
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//ChuLiangSlider.GetComponent<Slider>().interactable = false;
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//SureBtn.GetComponent<Button>().interactable = false;
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//CancelBtn.GetComponent<Button>().interactable = false;
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}
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else
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{
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//若是灾情库设置模式的编辑,则可以修改
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}
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}
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}
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}
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private void BtnClickCancel()
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{
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NowSelectMessage = null;
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OutShowText.text = "";
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InputFieldValueChangedChuWuInput("");
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ChuWuIput.GetComponent<InputField>().text = "";
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DropDownValueChangedChuWuDrop(0);
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ChuWuDropDown.GetComponent<Dropdown>().value = 0;
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SliderValueChangedChuLiangSlider(0.5f);
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ChuLiangSlider.GetComponent<Slider>().value = 0.5f;
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gameObject.SetActive(false);
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Target = null;
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}
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private void BtnClickSure()
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{
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// 保存储物储量
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NowSelectMessage.SetOilTank(this.ChuWu, this.ChuLiang);
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// 爆炸属性
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bool isExplode = false;
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int explodeTime = 0;
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int explodeDeadRange = 0;
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int explodeHurtRange = 0;
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// 喷溅沸溢属性
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bool isBoilOver = false;
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int boilOverTime = 0;
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int boilOverProbability = 0;
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int boilOverDeadRange = 0;
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int SplashTime = 0;
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int SplashProbability = 0;
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// 爆炸数据
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if (ExplodeToggle.ToggleButton.isOn)
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{
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isExplode = true;
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explodeTime = int.Parse(InputExplodeTime.text);
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explodeDeadRange = int.Parse(InputExplodeDeadRange.text);
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explodeHurtRange = int.Parse(InputExplodeHurtRange.text);
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}
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// 保存爆炸数据
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NowSelectMessage.SetExplodeData(explodeTime, explodeDeadRange, explodeHurtRange, isExplode);
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// 喷溅沸溢数据
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if (BoilOverToggle.ToggleButton.isOn)
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{
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isBoilOver = true;
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SplashTime = int.Parse(InputBoilOverTime.text);// 命名错误
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SplashProbability = int.Parse(InputSplashProbability.text);
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boilOverTime = int.Parse(InputSplashTime.text);
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boilOverProbability = int.Parse(InputBoilOverProbability.text);
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boilOverDeadRange = int.Parse(InputBoilOverDeadRange.text);
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}
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// 保存喷溅数据
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NowSelectMessage.SetBoilOverData(SplashTime, SplashProbability, boilOverTime, boilOverProbability, boilOverDeadRange, isBoilOver);
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//同步信息绑定
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if (GameSettings.othersSettings.mode != Mode.DisasterManagement)
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{
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OilTankInfoSyncData arg = new OilTankInfoSyncData();
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arg.gameObjID = NowSelectMessage.gameObjID;
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arg.SendUserID = CurrentUserInfo.mySelf.Id;
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//arg.oiltankmessage = NowSelectMessage;
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arg.MatterContainer = NowSelectMessage.MatterContainer;
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arg.Reserves = NowSelectMessage.Reserves;
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arg.OutShowHeight = NowSelectMessage.OutShowHeight;
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arg.Taketime = NowSelectMessage.TakeTime;
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arg.DurationTime = NowSelectMessage.DurationTime;
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arg.FlowRate = NowSelectMessage.FlowRate;
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arg.BoilProb = NowSelectMessage.BoilProb;
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arg.HasLeakeSet = NowSelectMessage.HasLeakeSet;
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// 是否设置爆炸
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if (isExplode)
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{
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arg.isExplode = isExplode;
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arg.ExplodeTime = explodeTime;
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arg.ExplodeDeadRange = explodeDeadRange;
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arg.ExplodeHurtRange = explodeHurtRange;
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}
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else
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{
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arg.isExplode = false;
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arg.ExplodeTime = 0;
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arg.ExplodeDeadRange = 0;
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arg.ExplodeHurtRange = 0;
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}
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// 是否沸溢
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if (isBoilOver)
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{
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arg.isBoilOver = BoilOverToggle.ToggleButton.isOn;
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arg.BoilOverTime = boilOverTime;
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arg.BoilOverDeadRange = boilOverDeadRange;
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arg.BoilOverProbability = boilOverProbability;
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arg.SplashTime = SplashTime;
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arg.SplashProbability = SplashProbability;
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}
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else
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{
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arg.isBoilOver = false;
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arg.BoilOverTime = 0;
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arg.BoilOverDeadRange = 0;
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arg.BoilOverProbability = 0;
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arg.SplashTime = 0;
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arg.SplashProbability = 0;
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}
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NetworkManager.Default.SendAsync("OIL_TANK_INFO_SYNC", arg);
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}
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BtnClickCancel();
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}
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private void SliderValueChangedChuLiangSlider(float value)
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{
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ChuLiang = value;
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ChuLiangAccountShow.text = (int)(value * 100) + "%";
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}
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private void DropDownValueChangedChuWuDrop(int value)
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{
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ChuWu = ChuWuDropDown.GetComponent<Dropdown>().captionText.text;
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CheckToggleActive();
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}
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private void InputFieldValueChangedChuWuInput(string value)
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{
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ChuWu = value;
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CheckToggleActive();
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}
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private void CheckToggleActive()
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{
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if (NowSelectMessage == null || !needRefresh)
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{
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return;
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}
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// 读取爆炸设置信息
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if (NowSelectMessage.MyType == TankType.固定拱顶罐 || NowSelectMessage.MyType == TankType.内浮顶罐)
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{
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EnableExplodeUI();
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UnableBoilOverUI();
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}
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else
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{
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EnableBoilOverUI();
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UnableExplodeUI();
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if (ChuWu == "原油" || ChuWu == "重油")
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{
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BoilOverToggle.ToggleButton.interactable = true;
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}
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else
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{
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BoilOverToggle.ToggleButton.isOn = false;
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BoilOverToggle.ToggleButton.interactable = false;
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}
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}
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}
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private void OnvalueChangedModelChange(bool IsOn)
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{
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ChuWuIput.gameObject.SetActive(IsOn);
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ChuWuDropDown.gameObject.SetActive(!IsOn);
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if (ChuWuIput.gameObject.activeSelf)
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{
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ChuWu = ChuWuIput.GetComponent<InputField>().text;
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}
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else
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{
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ChuWu = ChuWuDropDown.GetComponent<Dropdown>().captionText.text;
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}
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CheckToggleActive();
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}
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private void OnEnable()
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{
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Refresh();
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CheckToggleActive();
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}
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public void BindOilTank(OilTankMessage OilMessage)
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{
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NowSelectMessage = OilMessage;
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if (OilMessage != null)
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{
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Target = OilMessage.transform;
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OutShowText.text = NowSelectMessage.GuanQuName + "设置";
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if (OilMessage.Reserves != 0)
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{
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SliderValueChangedChuLiangSlider(OilMessage.Reserves);
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ChuLiangSlider.GetComponent<Slider>().value = OilMessage.Reserves;
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}
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else
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{
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SliderValueChangedChuLiangSlider(0.5f);
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ChuLiangSlider.GetComponent<Slider>().value = 0.5f;
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}
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if (OilMessage.HasLeakeSet)
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{
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ChuLiangSlider.GetComponent<Slider>().interactable = false;
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}
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else
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{
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ChuLiangSlider.GetComponent<Slider>().interactable = true;
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}
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if (OilMessage.MatterContainer.Length > 0)
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{
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OnvalueChangedModelChange(true);
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ModelChange.GetComponent<Toggle>().isOn = true;
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InputFieldValueChangedChuWuInput(OilMessage.MatterContainer);
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ChuWuIput.GetComponent<InputField>().text = OilMessage.MatterContainer;
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}
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else
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{
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OnvalueChangedModelChange(false);
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ModelChange.GetComponent<Toggle>().isOn = false;
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||
|
InputFieldValueChangedChuWuInput("");
|
||
|
ChuWuIput.GetComponent<InputField>().text = "";
|
||
|
}
|
||
|
if (!gameObject.activeSelf)
|
||
|
gameObject.SetActive(true);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
BtnClickCancel();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
void Update()
|
||
|
{
|
||
|
if (gameObject.activeSelf && Target != null)
|
||
|
{
|
||
|
//var offset = Target.GetComponent<MeshRenderer>().bounds.size.x;
|
||
|
|
||
|
var offset = Target.Find("OilStandard").GetComponentInChildren<MeshRenderer>().bounds.size.x;
|
||
|
|
||
|
Vector3 point = new Vector3(Target.position.x - offset / 2, Target.position.y + 1.5f, Target.position.z);
|
||
|
Vector3 Targetscreenpos = Camera.main.WorldToScreenPoint(point);
|
||
|
Vector3 viewpos = GameObject.Find("UICamera").GetComponent<Camera>().ScreenToWorldPoint(Targetscreenpos);
|
||
|
viewpos.z = 0;
|
||
|
transform.position = viewpos;
|
||
|
}
|
||
|
}
|
||
|
bool needRefresh = true;
|
||
|
public void SetInteractable()
|
||
|
{
|
||
|
ModelChange.gameObject.GetComponent<Toggle>().interactable = false;
|
||
|
ChuWuIput.gameObject.GetComponent<InputField>().interactable = false;
|
||
|
ChuWuDropDown.GetComponent<Dropdown>().interactable = false;
|
||
|
ChuLiangSlider.GetComponent<Slider>().interactable = false;
|
||
|
SureBtn.GetComponent<Button>().interactable = false;
|
||
|
//CancelBtn.GetComponent<Button>().interactable = false;
|
||
|
needRefresh = false;
|
||
|
UnableExplodeUI();
|
||
|
UnableBoilOverUI();
|
||
|
|
||
|
}
|
||
|
/// <summary>
|
||
|
/// 禁用爆炸UI
|
||
|
/// </summary>
|
||
|
public void UnableExplodeUI()
|
||
|
{
|
||
|
ExplodeToggle.ToggleButton.interactable = false;
|
||
|
InputExplodeDeadRange.interactable = false;
|
||
|
InputExplodeHurtRange.interactable = false;
|
||
|
InputExplodeTime.interactable = false;
|
||
|
}
|
||
|
// 启用爆炸UI
|
||
|
public void EnableExplodeUI()
|
||
|
{
|
||
|
if (needRefresh)
|
||
|
{
|
||
|
ExplodeToggle.ToggleButton.interactable = true;
|
||
|
InputExplodeDeadRange.interactable = true;
|
||
|
InputExplodeHurtRange.interactable = true;
|
||
|
InputExplodeTime.interactable = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void UnableBoilOverUI()
|
||
|
{
|
||
|
BoilOverToggle.ToggleButton.interactable = false;
|
||
|
InputSplashTime.interactable = false;
|
||
|
InputSplashProbability.interactable = false;
|
||
|
InputBoilOverTime.interactable = false;
|
||
|
InputBoilOverProbability.interactable = false;
|
||
|
InputBoilOverDeadRange.interactable = false;
|
||
|
}
|
||
|
public void EnableBoilOverUI()
|
||
|
{
|
||
|
if (needRefresh)
|
||
|
{
|
||
|
BoilOverToggle.ToggleButton.interactable = true;
|
||
|
InputSplashTime.interactable = true;
|
||
|
InputSplashProbability.interactable = true;
|
||
|
InputBoilOverTime.interactable = true;
|
||
|
InputBoilOverProbability.interactable = true;
|
||
|
InputBoilOverDeadRange.interactable = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Refresh()
|
||
|
{
|
||
|
// 如果数据为空,返回
|
||
|
if (NowSelectMessage == null)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
//初始化数据
|
||
|
Initialize();
|
||
|
ExplodeToggle.ToggleButton.isOn = NowSelectMessage.IsCanExplode;
|
||
|
BoilOverToggle.ToggleButton.isOn = NowSelectMessage.IsCanBoilOver;
|
||
|
// 读取爆炸设置信息
|
||
|
if (NowSelectMessage.MyType == TankType.固定拱顶罐 || NowSelectMessage.MyType == TankType.内浮顶罐)
|
||
|
{
|
||
|
// 启用爆炸UI
|
||
|
EnableExplodeUI();
|
||
|
// 禁用喷溅沸溢UI
|
||
|
UnableBoilOverUI();
|
||
|
//ExplodeToggle.ToggleButton.isOn = NowSelectMessage.IsCanExplode;
|
||
|
//if (NowSelectMessage.IsCanExplode)
|
||
|
//{
|
||
|
ExplodeObj.SetActive(NowSelectMessage.IsCanExplode);
|
||
|
InputExplodeTime.text = NowSelectMessage.ExplodeTime.ToString();
|
||
|
InputExplodeDeadRange.text = NowSelectMessage.ExplodeDeadRange.ToString();
|
||
|
InputExplodeHurtRange.text = NowSelectMessage.ExplodeHurtRange.ToString();
|
||
|
//}
|
||
|
//else
|
||
|
//{
|
||
|
// ExplodeObj.SetActive(false);
|
||
|
//}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
EnableBoilOverUI();
|
||
|
UnableExplodeUI();
|
||
|
//BoilOverToggle.ToggleButton.isOn = NowSelectMessage.IsCanBoilOver;
|
||
|
//if (NowSelectMessage.IsCanBoilOver)
|
||
|
//{
|
||
|
BoilOverObj.SetActive(NowSelectMessage.IsCanBoilOver);
|
||
|
// 设置喷溅沸溢
|
||
|
InputBoilOverTime.text = NowSelectMessage.BoilOverTime.ToString();
|
||
|
InputBoilOverDeadRange.text = NowSelectMessage.BoilOverDeadRange.ToString();
|
||
|
InputBoilOverProbability.text = NowSelectMessage.BoilOverProbability.ToString();
|
||
|
InputSplashTime.text = NowSelectMessage.SplashTime.ToString();
|
||
|
InputSplashProbability.text = NowSelectMessage.SplashProbability.ToString();
|
||
|
//}
|
||
|
//else
|
||
|
//{
|
||
|
// BoilOverObj.SetActive(false);
|
||
|
//}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void Initialize()
|
||
|
{
|
||
|
ExplodeObj.SetActive(false);
|
||
|
BoilOverObj.SetActive(false);
|
||
|
}
|
||
|
}
|