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