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45 lines
1.4 KiB
45 lines
1.4 KiB
3 years ago
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using UnityEngine;
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using System.Collections;
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using AX.MessageSystem;
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using AX.TrackRecord;
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using System;
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public class ResetbuildingFloor : MonoBehaviour {
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public BuildType buildType = BuildType.TypeA;
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void Start ()
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{
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MessageDispatcher.AddListener("ResetbuildingFloor", Resetbuildingfloor);
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MessageDispatcher.AddListener("ResetTheScene", ResetAllbuildingfloor);
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}
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private void Resetbuildingfloor(IMessage obj)
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{
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MessageDispatcher.SendMessage(buildType,"SELECTFLOOR_EVENT",(object) GetComponent<SELECTFLOOR_EVENT>().floor);
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}
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private void ResetAllbuildingfloor(IMessage obj)
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{
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MessageDispatcher.SendMessage(buildType, "SELECTFLOOR_EVENT", (object)GetComponent<SELECTFLOOR_EVENT>().floor);
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MessageDispatcher.SendMessage(buildType,"RESETFLOOR_EVENT", (object)GetComponent<SELECTFLOOR_EVENT>().floor);
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if (MySceneManager.GetActiveScene().name.Contains("2"))
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{
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var smokeParent = GameObject.Find("TianJinZhan/Smoke").transform;//查找烟雾的位置
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foreach (Transform smoke in smokeParent)
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{
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smoke.gameObject.SetActive(false);
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}
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}
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}
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void Update () {
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}
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void OnDestroy()
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{
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MessageDispatcher.RemoveListener("ResetbuildingFloor", Resetbuildingfloor);
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MessageDispatcher.RemoveListener("ResetTheScene", ResetAllbuildingfloor);
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}
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}
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