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170 lines
5.7 KiB
170 lines
5.7 KiB
3 years ago
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using AX.MessageSystem;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using AX.TrackRecord;
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public class TeachModeSet : MonoBehaviour
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{
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/// <summary>
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/// 授课学习
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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 TheDraw;// 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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public static TeachModeSet instance;
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private 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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private GameObject TimeZhou;//时间轴
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private GameObject KeJianGame;
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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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//PrepareMode=7,//备课,自动开始轨迹记录
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//TeachMode = 8,//授课模式
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//ExamineMode=9,//考核模式
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//SelfStudyMode=10,//自学模式
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//PapeSetMode=11,//考卷设置模式
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//CoursewareMode = 12//自学课件模式
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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.transform.Find("模式").GetComponent<Button>();
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MyButton.onClick.AddListener(PressBtn);
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TheDraw = this.gameObject.transform.Find("Grid").Find("画板").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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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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Template = TheTool.transform.Find("Template").gameObject;
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TimeZhou = GameObject.Find("Canvas").transform.Find("时间轴").gameObject;
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KeJianGame = GameObject.Find("Canvas").transform.Find("ToolbarObject").Find("NodeSelectWin").gameObject;
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TheDraw.onValueChanged.AddListener(TheDrawWay);
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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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}
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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("TeachHide", 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("TeachShow", 0);
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Flag = true;
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}
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}
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public void TheDrawWay(bool check)// 画板
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{
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if (check)
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{
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if (LoadManager.Instance.IsPlayBacking)
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{
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TheBackView.instance.ZanTing();
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TimeZhou.SetActive(false);
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}
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else
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{
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KeJianGame.SetActive(false);
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}
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ShowDraw.instance.TheShowPlane();
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DrawLinePlate.instance.CanDrawing = true;
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}
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else
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{
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DrawLinePlate.instance.CanDrawing = false;
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if (LoadManager.Instance.IsPlayBacking)
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{
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TimeZhou.SetActive(true);
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TheBackView.instance.BoFang();
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}
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else
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{
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KeJianGame.SetActive(true);
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}
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ShowDraw.instance.ClosePlane();
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}
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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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MessageDispatcher.SendMessage("DestroyObj", (object)"All");
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MessageDispatcher.SendMessage("clearTrigger", (object)"");
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MessageDispatcher.SendMessage("ResetTheScene");
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//InstantiationTool.Instance.RSDToggle.isOn = false;
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MessageDispatcher.SendMessage("ResettingButton");
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MessageDispatcher.SendMessage("ShuiPaoMessage");
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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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}
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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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}
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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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}
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else
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{
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Template.SetActive(false);
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CeJu.Set();
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}
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}
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public void TheExitWay(bool check)// 退出
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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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"是否退出场景?", new UnityEngine.Events.UnityAction(OKSubmit), new UnityEngine.Events.UnityAction(NOSubmit));
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}
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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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Cursor.visible = true;
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DrawLinePlate.instance.CanDrawing = false;
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MySceneManager.BackToLastScene();
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}
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}
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