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263 lines
9.1 KiB
263 lines
9.1 KiB
3 years ago
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using AX.MessageSystem;
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using AX.TrackRecord;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEngine.UI;
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public class PrePareModeSet : MonoBehaviour
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{
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/// <summary>
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/// 备课模式
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/// </summary>
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private bool Flag = true;
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private Animator Ani;
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private Button MyButton;
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private Toggle TheSave;// 保存课件
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private Toggle TheClear;// 一键清空
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private Toggle TheHideName;// 隐藏名称
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private Toggle TheTool;// 辅助工具
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private Toggle TheExit;// 退出
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private Button TheSend;
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[HideInInspector]
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public Text TheShowText;
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private GameObject Template;//辅助工具的父物体
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private CeJuScript CeJu;
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public static PrePareModeSet instance;
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void Awake()
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{
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if (instance == null)
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{
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instance = this;
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}
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}
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void Start ()
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{
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Ani = this.gameObject.GetComponent<Animator>();
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MyButton = this.gameObject.GetComponent<Button>();
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MyButton.onClick.AddListener(PressBtn);
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TheSave = this.gameObject.transform.Find("Grid").Find("保存课件").GetComponent<Toggle>();
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TheClear = this.gameObject.transform.Find("Grid").Find("一键清空").GetComponent<Toggle>();
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TheHideName = this.gameObject.transform.Find("Grid").Find("隐藏名称").GetComponent<Toggle>();
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TheTool = this.gameObject.transform.Find("Grid").Find("辅助工具").GetComponent<Toggle>();
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//TheTeam= this.gameObject.transform.Find("Grid").Find("队伍设置").GetComponent<Toggle>();
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CeJu = TheTool.GetComponent<CeJuScript>();
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TheExit = this.gameObject.transform.Find("Grid").Find("退出登录").GetComponent<Toggle>();
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TheShowText = TheHideName.transform.Find("Background").Find("Text").GetComponent<Text>();
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TheSend= this.gameObject.transform.Find("Grid").Find("发送消息").GetComponent<Button>();
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Template = TheTool.transform.Find("Template").gameObject;
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TheSave.onValueChanged.AddListener(TheSaveWay);
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TheClear.onValueChanged.AddListener(TheClearWay);
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TheHideName.onValueChanged.AddListener(TheHideNameWay);
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TheTool.onValueChanged.AddListener(TheToolWay);
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TheExit.onValueChanged.AddListener(TheExitWay);
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TheSend.onClick.AddListener(SendSomeThing);
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TheShowText.text = "显示名称";//默认名称是隐藏得,所以按钮初始改为显示名称
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}
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public void SendSomeThing()
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{
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SendOO.instance.gameObject.SetActive(true);
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}
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public void CloseAssitToggle()
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{
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TheTool.isOn = false;
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}
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public void PressBtn()
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{
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if (Flag)
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{
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Ani.CrossFade("TeachShow", 0);
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Flag = false;
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}
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else
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{
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Ani.CrossFade("TeachHide", 0);
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Flag = true;
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}
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Template.SetActive(false);
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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}
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public void TheSaveWay(bool check)// 保存课件
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{
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//未创建课件时保存,提示首先创建课件
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if (LoadManager.Instance.IsPlayBacking)
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"回放无法保存灾情");
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return;
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}
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else if (RecordManager.Instance.IsRecording)
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"记录中无法保存灾情");
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return;
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}
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string path = ExamInfoHelpClass.CurrentWorkPath;
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if (!Directory.Exists(path))
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{
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Directory.CreateDirectory(path);
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}
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var files = Directory.GetFiles(path);
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var filelist = new List<string>(files);
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int c = 0;
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foreach(string file in filelist)
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{
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if (file.Contains(".xml"))
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{
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c++;
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}
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}
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if (c > 0)
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{
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RecordManager.Instance.IsPause = true;
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string Name = "备课保存课件";
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MessageDispatcher.SendMessage("OPEN", (object)Name, "CUBE");
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}
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else
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"还未创建节点!");
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}
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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}
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public void TheClearWay(bool check)// 一键清空
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{
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if (LoadManager.Instance.IsPlayBacking)
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"回放无法清空");
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return;
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}
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else if (RecordManager.Instance.IsRecording)
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"记录中无法清空");
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return;
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}
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MessageDispatcher.SendMessage("DestroyObj", (object)"All");
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MessageDispatcher.SendMessage("clearTrigger", (object)"");
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//InstantiationTool.Instance.RSDToggle.isOn = false;
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MessageDispatcher.SendMessage("ResetTheScene");
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MessageDispatcher.SendMessage("ShuiPaoMessage");
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MessageDispatcher.SendMessage("ResettingButton");
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MessageDispatcher.SendMessage("Operatinghints", (object)"场景重置成功");
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MessageDispatcher.SendMessage("RESET_OILTANKDISASTER_ATRRI", (object)"All");//重置所有罐体
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EquipSubmit.costSelectedEquips.Clear();
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EquipSubmit.unCostSelectedEquips.Clear();
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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Transform Trager = GameObject.Find("target").transform; Trager.transform.parent = null;
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foreach (Transform child in GameObject.Find("Canvas/PolyVerticeFather").transform)
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{
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Destroy(child.gameObject);
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}
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}
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public void TheHideNameWay(bool check)// 隐藏名称
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{
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if (TheShowText.text == "隐藏名称")
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{
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TheShowText.text = "显示名称";
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UIController.instance.NameControl = false;
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MessageDispatcher.SendMessage("NameControl", (object)false);
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}
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else
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{
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TheShowText.text = "隐藏名称";
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UIController.instance.NameControl = true;
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MessageDispatcher.SendMessage("NameControl", (object)true);
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}
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if (RecordManager.Instance.IsRecording)
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{
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TrackRecordHelpClass.RecordTriggerEvent("NameControl");
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}
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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}
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public void TheToolWay(bool check)// 辅助工具
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{
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if (check)
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{
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Template.SetActive(true);
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//this.transform.Find("Grid/辅助工具/Template/透明主体").GetComponent<Toggle>().isOn = false;
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//foreach (var item in TheTool.GetComponentsInChildren<Toggle>())
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//{
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// item.isOn = false;
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//}
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}
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else
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{
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CeJu.Set();
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//点击关闭,之前所有激活的toggle都关闭
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Template.SetActive(false);
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MessageDispatcher.SendMessage("ControlPolygonFalse", (object)"");
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InputManager.Instance_.enabled = true;
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if (UIController.instance.PolygonPlane != null)
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{
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UIController.instance.PolygonPlane.SetActive(false);
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}
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}
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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}
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public void TeamSet(bool check)
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{
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EditForceName.Instance.gameObject.SetActive(check);
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}
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public void TheExitWay(bool check)// 退出
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{
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if (RecordManager.Instance.IsRecording)
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{
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MessageDispatcher.SendMessage("Operatinghints", (object)"记录中无法退出");
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}
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else
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{
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GameObject TipWindow = Instantiate(Resources.Load<GameObject>("UIPrefab/TipWindow"));
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TipWindow.GetComponent<TipWindowManager>().SetWindow(
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"退出前注意是否保存灾情?", new UnityEngine.Events.UnityAction(OKSubmit), new UnityEngine.Events.UnityAction(NOSubmit));
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}
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MessageDispatcher.SendMessage("CLOSE", (object)"PowerTeamNameWin", "CUBE");
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MessageDispatcher.SendMessage("CLOSE", (object)"WeatherImage", "CUBE");
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}
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private void RecordNOSubmit()
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{
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Back();
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}
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//关于没有记录
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private void OKSubmit()
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{
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Back();
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}
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private void NOSubmit()
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{
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}
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public void Back()
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{
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MySceneManager.BackToLastScene();
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}
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/// <summary>
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/// 判断是否需要显示名称
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/// </summary>
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/// <returns></returns>
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public bool ShowName()
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{
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if (TheShowText.text.Equals("隐藏名称"))
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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