using AX.NetworkSystem; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class DrillBeginButton : BaseButton { public Transform PoliceCallPanel; public VictoryConditionPanel Victoryconditionpanel; public ArriveTimeContent Arrivetime; private Transform P_Disaster; public VictoryConditionSetting Victorysetting; //public static bool Drillbrgin = false; //public bool hasset = false; private static string vicHint = ""; void Start() { P_Disaster = GameObject.Find("P_AllParent").transform.Find("P_Disasters"); } public override void OnDestroy() { base.OnDestroy(); vicHint = ""; } public override void RespondFun() { if (GameSettings.othersSettings.isStartDrill == false) { if (!victoryConditionSetJudge()) { Victoryconditionpanel.GetComponent().isOn = true; return; } //判断是否设置到达时间 Arrivetime.GetArriveTime(); if (!Arrivetime.Isset) { LoadPromptWin.Instance.LoadTextPromptWindow("有组织未设置到达时间", 1f); Arrivetime.GetComponent().isOn = true; return; } if (!PoliceCallPanel.gameObject.activeInHierarchy) { PoliceCallPanel.gameObject.SetActive(true); } } else { //ToDo:结束演练 GameSettings.othersSettings.isStartDrill = false; KeyValuePair pair = new KeyValuePair(CurrentUserInfo.room.Id, false); NetworkManager.Default.SendAsync("TIMER_ENABLE_SYNC", pair); //向服务端申请停止计时 bool isVictory = CheckVictory(); GetComponent