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替换图片

develop
杨栋梁 4 years ago
parent
commit
008939b465
  1. BIN
      Assets/Resources/Common/DongYouLiQing.png
  2. BIN
      Assets/Resources/Common/DrillImage.png
  3. 88
      Assets/Resources/Common/DrillImage.png.meta
  4. BIN
      Assets/Resources/Common/ExerciseImage.png
  5. 88
      Assets/Resources/Common/ExerciseImage.png.meta
  6. 326
      Assets/Scenes/Menu.unity
  7. 5
      Assets/Scripts/Common/CommandCenter/PoliceToController.cs.meta
  8. 5
      Assets/Scripts/Common/CommandSystem/Commands/FireDeployCameraDragExitCmd.cs.meta
  9. 5
      Assets/Scripts/Common/EquipSystem/MyFrame/UniRx/Scripts/UnityEngineBridge/Operators/SampleFrame.cs.meta
  10. 5
      Assets/Scripts/Common/EquipSystem/MyFrame/UniRx/Scripts/UnityEngineBridge/Triggers/ObservableEventTrigger.cs.meta
  11. 15
      Assets/Scripts/Common/GuDingShuipao/GuDingShuiPaoControl.cs
  12. 32
      Assets/Scripts/Common/Menu/ModeImageLoad.cs
  13. 11
      Assets/Scripts/Common/Menu/ModeImageLoad.cs.meta
  14. 4
      Assets/Scripts/Common/OperationalPreparation/XFSS.cs
  15. 19
      Assets/Scripts/Common/OperationalPreparation/XFSSShowOrHide.cs
  16. 3
      Assets/Scripts/Common/RoomWaiting/RoomInfoPanel.cs
  17. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/LinqInternal/Collections/ThreadSafe/NeedleReservoir.cs.meta
  18. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/LinqInternal/Threading/Disposable.cs.meta
  19. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Action6.net35.cs.meta
  20. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Dynamic/Utils/RuntimeOps.RuntimeVariableList.cs.meta
  21. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Func6.net35.cs.meta
  22. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Linq/Expressions/Interpreter/LightDelegateCreator.net30.cs.meta
  23. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Linq/Expressions/LambdaExpression.net30.cs.meta
  24. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Runtime/CompilerServices/CallerMemberNameAttribute.net40.cs.meta
  25. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Runtime/CompilerServices/IteratorStateMachineAttribute.net40.cs.meta
  26. 5
      Assets/Scripts/Common/Serialization/LinqExpressions/System/Threading/CountdownEvent.net35.cs.meta
  27. 9
      Assets/Scripts/DongYouLiQing/Common/OilTanks/OilTanksManager.cs
  28. 2
      Assets/Scripts/DongYouLiQing/LeadGroup/PoliceCall/PoliceCallPanel.cs

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Assets/Resources/Common/DrillImage.png

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326
Assets/Scenes/Menu.unity

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5
Assets/Scripts/Common/CommandCenter/PoliceToController.cs.meta

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Assets/Scripts/Common/CommandSystem/Commands/FireDeployCameraDragExitCmd.cs.meta

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@ -1,7 +1,8 @@
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@ -1,7 +1,8 @@
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15
Assets/Scripts/Common/GuDingShuipao/GuDingShuiPaoControl.cs

@ -17,6 +17,7 @@ public struct ShuiPaoSyncData
public Quaternion dizuoRotation;
public Quaternion shuiQiangRotation;
}
public class GuDingShuiPaoControl : MonoBehaviour
{
@ -44,7 +45,10 @@ public class GuDingShuiPaoControl : MonoBehaviour
public int RemianWater;
public float AllUseWater;
private float timer = 1f;
/// <summary>
/// 出水类型
/// </summary>
public SprayParticleType SpType;
public SprayMode spraymode = SprayMode.PS30;
void Start()
{
@ -52,7 +56,14 @@ public class GuDingShuiPaoControl : MonoBehaviour
dizuo = transform.GetComponentInChildren<GuDingShuiPaoDiZuo>().gameObject;
shuiQiang = transform.GetComponentInChildren<GuDingShuiPaoShuiQiang>().gameObject;
gameObjectID = GetComponent<BaseGameObjInfo>().gameObjID;
waterStraightPrefab = Resources.Load<GameObject>("Particle/WaterStraight");
if(SpType==SprayParticleType.WaterStraight)
{
waterStraightPrefab = Resources.Load<GameObject>("Particle/WaterStraight");
}
if (SpType == SprayParticleType.Froth)
{
waterStraightPrefab = Resources.Load<GameObject>("Particle/Froth");
}
NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_CONTROL_SYNC", SetController);
NetworkMessageDispatcher.AddListener("GUDINGSHUIPAO_DATA_SYNC", SetShuiPao);
SprayParameter spray = SprayParameter.GetInfo(SprayMode.PS30);

32
Assets/Scripts/Common/Menu/ModeImageLoad.cs

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ModeImageLoad : MonoBehaviour
{
/// <summary>
/// 是否是演习图片
/// </summary>
public bool IsDrillPanel;
// Start is called before the first frame update
void Start()
{
if (IsDrillPanel)
{
Texture2D tex = Resources.Load<Texture2D>("Common/DrillImage");
GetComponent<Image>().sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
}
else
{
Texture2D tex = Resources.Load<Texture2D>("Common/ExerciseImage");
GetComponent<Image>().sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
}
}
// Update is called once per frame
void Update()
{
}
}

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4
Assets/Scripts/Common/OperationalPreparation/XFSS.cs

@ -39,11 +39,11 @@ public class XFSS : MonoBehaviour {
{
if (info.Value)
{
transform.Find("Quad").gameObject.SetActive(false);
transform.Find("Quad").gameObject.SetActive(true);
}
else
{
transform.Find("Quad").gameObject.SetActive(true);
transform.Find("Quad").gameObject.SetActive(false);
}
}
}

19
Assets/Scripts/Common/OperationalPreparation/XFSSShowOrHide.cs

@ -7,6 +7,25 @@ using UnityEngine.UI;
public class XFSSShowOrHide : BaseToggle
{
private void Start()
{
XFSS[] xfsshas = GameObject.Find("SceneAll").GetComponentsInChildren<XFSS>(true);
List<string> type = new List<string>();
for (int i = 0; i < xfsshas.Length; i++)
{
if (!type.Contains(xfsshas[i].type.ToString()))
{
type.Add(xfsshas[i].type.ToString());
}
}
for (int i = 0; i < type.Count; i++)
{
if (!type.Contains(transform.Find("Label").GetComponent<Text>().text))
{
gameObject.SetActive(false);
}
}
}
public override void RespondFun(bool value)
{
string XFSSTyepe = transform.Find("Label").GetComponent<Text>().text;

3
Assets/Scripts/Common/RoomWaiting/RoomInfoPanel.cs

@ -17,7 +17,8 @@ public class RoomInfoPanel : MonoBehaviour
{
//:ToDo
//房间缩略图
//SelectSceneImage.sprite=
Texture2D tex= Resources.Load<Texture2D>("Common/DongYouLiQing");
SelectSceneImage.sprite = Sprite.Create(tex, new Rect(0, 0, tex.width, tex.height), Vector2.one * 0.5f);
SetRoomInfo();
}

5
Assets/Scripts/Common/Serialization/LinqExpressions/LinqInternal/Collections/ThreadSafe/NeedleReservoir.cs.meta

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9
Assets/Scripts/DongYouLiQing/Common/OilTanks/OilTanksManager.cs

@ -11,8 +11,17 @@ public class OilTanksManager : MonoBehaviour
public Transform OilTankParent;
private ToggleGroup FatherGroup;
private List<OilTankMessage> AllList = new List<OilTankMessage>();
private void Awake()
{
if (GameSettings.othersSettings.SceneType != SceneType.)
{
gameObject.SetActive(false);
return;
}
}
void Start()
{
//AllGuanQu = GameObject.Find("GuanQu_normal").transform;
//for (int i = 0; i < AllGuanQu.childCount; i++)
//{

2
Assets/Scripts/DongYouLiQing/LeadGroup/PoliceCall/PoliceCallPanel.cs

@ -357,6 +357,8 @@ public class PoliceCallPanel : MonoBehaviour
}
}
}
Transform OilTankSet = transform.parent.Find("OilTankSet");
OilTankSet.GetComponent<OilSetManager>().SetInteractable();
}
}

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