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79 lines
2.2 KiB
79 lines
2.2 KiB
3 years ago
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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.MessageSystem;
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using AX.NetworkSystem;
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using System;
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public class ControlPrePare : MonoBehaviour
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{
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public GameObject Canvas_one;
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public GameObject Canvas_two;
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public GameObject TheFather;
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void Awake()
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{
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ExamInfoHelpClass.loadSceneMode = ExamInfoHelpClass.LoadSceneMode.PrepareMode;
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}
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void Start()
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{
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MySceneManager.AddSceneToList(MySceneManager.GetActiveScene().name);
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MessageDispatcher.AddListener("SecneSelect", GetSelectSence);
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}
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public void XinJianBtn()
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{
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//Canvas_one.SetActive(false);
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//Canvas_two.SetActive(true);
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string str = sceneType.ToString();
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ExamInfoHelpClass.loadSceneMode = ExamInfoHelpClass.LoadSceneMode.PrepareMode;
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MySceneManager.MyLoadScene("1");
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}
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/// <summary>
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/// 跳转场景,进入移动指挥终端通信模块
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/// </summary>
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public void MobileCBtn()
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{
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ModeHelper.Mode = Mode.MobileCommunication;//设置模式为移动指挥终端通信模式
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ExamInfoHelpClass.loadSceneMode = ExamInfoHelpClass.LoadSceneMode.PrepareMode;
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MySceneManager.MyLoadScene("1");
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}
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public void BackBtn()//返回按钮
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{
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}
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public void JiaZaiBtn()//加载直接进入场景
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{
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//int 0 = (int)sceneType;
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string str = sceneType.ToString();
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ExamInfoHelpClass.loadSceneMode = ExamInfoHelpClass.LoadSceneMode.PrepareMode;
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MySceneManager.MyLoadScene("0");
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//bool has = false;
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//foreach (Transform child in TheFather.transform)
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//{
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// if (child.GetComponent<Toggle>().isOn)
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// {
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// has = true;
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// }
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//}
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//if (has)
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//{
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// MySceneManager.MyLoadScene(Num.ToString());
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//}
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}
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public void XinJianBackBtn() //新建界面的返回按
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{
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//Canvas_one.SetActive(true);
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//Canvas_two.SetActive(false);
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}
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private ExamInfoHelpClass.Scene sceneType;
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public void GetSelectSence(IMessage SceneType)
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{
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sceneType = (ExamInfoHelpClass.Scene)SceneType.Data;
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}
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}
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