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80 lines
2.3 KiB
80 lines
2.3 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 UnityEngine.SceneManagement;
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public class BackController : MonoBehaviour
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{
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public GameObject BackBtns;
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public Button ToPrevBtn;
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public Button ToMenuBtn;
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public Button ToLoginBtn;
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public Action ToPrevAction;
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public Action ToMenuAction;
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public Action ToLoginAction;
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public Toggle MyToggle;
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void Awake()
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{
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MyToggle = GetComponentInChildren<Toggle>();
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MyToggle.onValueChanged.AddListener(BackToggleClick);
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ToPrevBtn.onClick.AddListener(ToPrevBtnClick);
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ToMenuBtn.onClick.AddListener(ToMenuBtnClick);
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ToLoginBtn.onClick.AddListener(ToLoginBtnClick);
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}
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private void ToLoginBtnClick()
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{
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if (ToLoginAction != null)
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ToLoginAction.Invoke();
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BackBtns.gameObject.SetActive(false);
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MyToggle.isOn = false;
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}
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private void ToMenuBtnClick()
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{
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if (ToMenuAction != null)
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ToMenuAction.Invoke();
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BackBtns.gameObject.SetActive(false);
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MyToggle.isOn = false;
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}
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private void ToPrevBtnClick()
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{
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if (ToPrevAction != null)
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ToPrevAction.Invoke();
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BackBtns.gameObject.SetActive(false);
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MyToggle.isOn = false;
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}
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private void BackToggleClick(bool ok)
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{
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if (CurrentUserInfo.room!=null&&CurrentUserInfo.room.IsDrillStart)
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{
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bool haszhihui = false;
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for (int i = 0; i < CurrentUserInfo.room.UserList.Count; i++)
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{
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if (CurrentUserInfo.room.UserList[i].Role == Role.总队指挥中心 ||
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CurrentUserInfo.room.UserList[i].Role == Role.支队指挥中心)
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{
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haszhihui = true;
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break;
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}
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}
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if (haszhihui)
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{
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if (CurrentUserInfo.role!= Role.总队指挥中心&&
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CurrentUserInfo.role != Role.支队指挥中心)
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{
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LoadPromptWin.Instance.LoadTextPromptWindow("房间已锁定,不能进行返回操作!", 1f);
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BackBtns.gameObject.SetActive(false);
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return;
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}
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}
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}
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BackBtns.gameObject.SetActive(ok);
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}
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}
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