天津23维预案
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using UnityEngine;
using System.Collections.Generic;
using System;
using System.Xml.Serialization;
using AX.TrackRecord;
using System.Collections;
using UnityEngine.UI;
public class RecordItemBtn : MonoBehaviour {
public void ClickRecordBtn()
{
}
/*int Index;
public static bool lock_ = false;
GameObject ThePfire;
void Start()
{
//stopwatch = this.gameObject.transform.parent.parent.gameObject.GetComponent<TheBackView>().stopwatch.gameObject;111
ThePfire = GameObject.Find("pdrawline").gameObject;
}
bool Has = false;
void Update()
{
if (!kong)
{
return;
}
if (Index < ID || (Index != ID && !lock_)) //点击节点后开始重新生成事件
{
Record.GetEventIndex(Index, true, false);
Index++;
lock_ = true;
}
else if (Index == ID)//生成的最后时间
{
for (int i = 0; i < Record.record_Load.EventList.Count; i++)
{
if (Record.record_Load.EventList[i].eventType == eventTypeRecord.StartPractice)
{
int Id = i;
if (Index >= Id)
{
stopwatch.gameObject.SetActive(true);
TimeSpan GameTime_ = (Record.record_Load.EventList[Index].Time_).Subtract(Record.record_Load.EventList[Id].Time_).Duration();
//Stopwatch.hours = GameTime_.Hours;11
//Stopwatch.minutes = GameTime_.Minutes;11
//Stopwatch.seconds = GameTime_.Seconds;11
}
else
{
stopwatch.gameObject.SetActive(false);
}
}
}
Record.GetEventIndex(Index, true, true);
lock_ = true;
Record.has = false;
kong = false;
Record.ComputationTime(Index);
RecordManager.Instance.TheDeltaTimeSinceStartPlayBack = (float)GameTime.TotalSeconds; //改变RecordManager脚本的时间
Index++;
}
}
public int ID;
public int Num;
RecordManager Record;
public void GetTheID(int id, int num, RecordManager manager)
{
ID = id;
Num = num;
Record = manager;
TheSumTime = (Record.record_Load.EventList[Record.record_Load.EventList.Count - 1].Time_).Subtract(Record.record_Load.StartTime).Duration();
Value = (float)(this.gameObject.transform.localPosition.x / this.gameObject.transform.parent.parent.GetComponent<TheBackView>().Sprielength);
}
ArrayList List;
bool kong = false;
TimeSpan GameTime;
GameObject stopwatch;
public float Value;
TimeSpan TheSumTime;
public void ButtonClick() //点击节点重新生成事件,重新对进度条赋值
{
foreach (Transform child in ThePfire.transform)
{
if (child != null)
{
Destroy(child.gameObject);
}
}
Index = 0;
Record.has = true;
List = new ArrayList();
Record.DestroyGame(); //删除所有事件
kong = true; //控制Update
GameTime = (Record.record_Load.EventList[ID].Time_).Subtract(Record.record_Load.StartTime).Duration(); //当前时间
TheSumTime = (Record.record_Load.EventList[Record.record_Load.EventList.Count - 1].Time_).Subtract(Record.record_Load.StartTime).Duration();
double df = GameTime.TotalSeconds / TheSumTime.TotalSeconds;
string t = df.ToString();
Value = float.Parse(t);
//TheSumTime = (Record.record_Load.EventList[Record.record_Load.EventList.Count - 1].Time_).Subtract(Record.record_Load.StartTime).Duration();
//Value = (float)(GameTime.TotalSeconds /TheSumTime.TotalSeconds);
this.gameObject.transform.parent.parent.GetComponent<TheBackView>().ClickJieDianApect(GameTime); //
// this.gameObject.transform.parent.parent.GetComponent<TheBackView>().slider.value=Value;
Record.LoadObjSetToOriginalTran();
}
* */
}