天津23维预案
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191 lines
6.1 KiB

3 years ago
using UnityEngine;
using System.Collections;
using System;
using AX.TrackRecord;
using UnityEngine.EventSystems;
using System.Collections.Generic;
using UnityEngine.UI;
using AX.MessageSystem;
public class SetPowerScript : MonoBehaviour {
private string[] CarTpyeList = new string[] { "高喷车", "登高车", "云梯车", "水罐车", "泡沫车", "排烟车", "器材车", "抢险车", "照明车", "指挥车" };
public static SetPowerScript Instance;
public GameObject Father;
public GameObject Item;
public Toggle toggle;
public List<TeamAttri> TeamList = new List<TeamAttri>();
public GameObject PingBi;
/// <summary>
/// 模式形式
/// </summary>
public ModeType modeType = ModeType.AllPower;
void Awake()
{
if (Instance == null)
{
Instance = this;
}
}
void Start ()
{
toggle.onValueChanged.AddListener(Changed);
}
public void Changed(bool check)
{
if (check)
{
MessageDispatcher.SendMessage("ToggleIson");
}
else
{
MessageDispatcher.SendMessage("ToggleIsFlase");
}
}
TeamAttri Attri;
public void DoestroyItem()
{
foreach (Transform child in Father.transform)
{
Destroy(child.gameObject);
}
}
public void InstanceItem(TeamAttri teamAttri)
{
DoestroyItem();
Attri = teamAttri;
PowerAttri power=new PowerAttri();
for (int i = 0; i < 10; i++)
{
string Name = CarTpyeList[i];
GameObject Game = Instantiate(Item) as GameObject;
Game.transform.SetParent(Father.transform);
Game.transform.localScale = new Vector3(1, 1, 1);
Game.GetComponent<PowerScript>().Name.text = Name;
Game.GetComponent<PowerScript>().TeamName = Attri.TeamName;
if (Attri.PowerAttriList.Count == 0)
{
Game.GetComponent<PowerScript>().Water.text = power.HasWater.ToString();
Game.GetComponent<PowerScript>().PaoMo.text = power.HasPaoMo.ToString();
Game.GetComponent<PowerScript>().GanFen.text = power.HasGanFen.ToString();
Game.GetComponent<PowerScript>().People.text = power.XFYCount.ToString();
Game.GetComponent<PowerScript>().Num.text = power.CarCount.ToString();
}
else
{
Game.GetComponent<PowerScript>().Water.text = Attri.PowerAttriList[i].HasWater.ToString();
Game.GetComponent<PowerScript>().PaoMo.text = Attri.PowerAttriList[i].HasPaoMo.ToString();
Game.GetComponent<PowerScript>().GanFen.text = Attri.PowerAttriList[i].HasGanFen.ToString();
Game.GetComponent<PowerScript>().People.text = Attri.PowerAttriList[i].XFYCount.ToString();
Game.GetComponent<PowerScript>().Num.text = Attri.PowerAttriList[i].CarCount.ToString();
bool has = Attri.PowerAttriList[i].HasThisPower;
if (has)
{
Game.GetComponent<PowerScript>().toogle.isOn = true;
}
else
{
Game.GetComponent<PowerScript>().toogle.isOn = false;
}
}
if (i > 2)
{
Game.GetComponent<PowerScript>().Heigh.text = "-";
Game.GetComponent<PowerScript>().Heigh.enabled = false;
}
else
{
if (Attri.PowerAttriList.Count == 0)
{
Game.GetComponent<PowerScript>().Heigh.enabled = true;
Game.GetComponent<PowerScript>().Heigh.text = power.Hegih.ToString();
}
else
{
Game.GetComponent<PowerScript>().Heigh.enabled = true;
Game.GetComponent<PowerScript>().Heigh.text = Attri.PowerAttriList[i].Hegih.ToString();
}
}
Game.name = Name;
}
}
public void CloseThis()
{
this.gameObject.SetActive(false);
}
public void SureBtn()
{
if (ExamInfoHelpClass.loadSceneMode == ExamInfoHelpClass.LoadSceneMode.CheckQuestion)
{
this.gameObject.SetActive(false);
return;
}
bool HasOver = false;
foreach (Transform child in Father.transform)
{
if (child.gameObject.name.Equals("高喷车") || child.gameObject.name.Equals("举高车") || child.gameObject.name.Equals("云梯车"))
{
float Num = float.Parse(child.transform.Find("Heigh").GetComponent<InputField>().text);
if (Num > 100f)
{
HasOver = true;
}
}
}
if (!HasOver)
{
MessageDispatcher.SendMessage("Operatinghints", (object)"编辑成功");
}
else
{
MessageDispatcher.SendMessage("Operatinghints", (object)"车辆最高可升100米");
return;
}
foreach (Transform child in Father.transform)
{
PowerScript Power = child.GetComponent<PowerScript>();
for (int i = 0; i < TeamList.Count; i++)
{
if (Power.TeamName.Equals(TeamList[i].TeamName))
{
TeamList[i].PowerAttriList.Clear();
}
}
}
foreach (Transform child in Father.transform)
{
PowerScript Power=child.GetComponent<PowerScript>();
if (Power.toogle.isOn)
{
Power.Has = true;
}
else
{
Power.Has = false;
}
for (int i = 0; i < TeamList.Count; i++)
{
if (Power.TeamName.Equals(TeamList[i].TeamName))
{
TeamList[i].PowerAttriList.Add(Power.Attri);
}
}
}
toggle.isOn = false;
this.gameObject.SetActive(false);
}
}