using UnityEngine; using System.IO; using System.Collections.Generic; using System; using System.Xml.Serialization; using AX.TrackRecord; using System.Collections; using UnityEngine.UI; using AX.MessageSystem; public class CheckItemRecord : MonoBehaviour { int Index; public static bool lock_ = false; public bool Back = false; public bool Foward = false; GameObject CameraGame; public float Timer; public EventRecordItem_two eventItem; void Start() { CameraGame = GameObject.Find("Main Camera").gameObject; } void Update() { } public int ID; public int Num; public void GetTheID(int id, int num, EventRecordItem_two eventI) { ID = id; Num = num; eventItem = eventI; } public float Value; float TheSumTime; public Record_One_root record_Load = new Record_One_root(); public void ButtonClick() //点击节点重新生成事件,重新对进度条赋值 { if (LoadManager.Instance.LoadTimer==0) { MessageDispatcher.SendMessage("Operatinghints", (object)"回放中可查看"); return; } if (record_Load != null && eventItem.timer <= LoadManager.Instance.record_Load.SumTime) { MessageDispatcher.SendMessage("ProcessSkipEvent", new SkipEventAttri { from = LoadManager.Instance.LoadTimer, to = eventItem.timer }); } //TrackRecordHelpClass.Set_Pos_Rot_Sca_Load(CameraGame.transform, LoadManager.Instance.record_Load.EventList[ID].objAttriList[0].trans); MouseFollowRotation.Instance.CameraAttri = LoadManager.Instance.record_Load.EventList[ID].camAttributeList[0]; TheBackView.instance.checkItme = true; TheBackView.instance.ClickJieDianApect(eventItem); } }