天津23维预案
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using AX.MessageSystem;
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class CoursewareModeSet : MonoBehaviour
{
/// <summary>
/// 课件学习
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheHideName;// 隐藏名称
private Toggle TheTool;// 辅助工具
private Toggle TheExit;// 退出
private Text TheShowText;
private GameObject Template;//辅助工具的父物体
public static CoursewareModeSet instance;
private CeJuScript CeJu;
void Awake()
{
if (instance == null)
{
instance = this;
}
}
void Start ()
{
Ani = this.gameObject.GetComponent<Animator>();
MyButton = this.gameObject.GetComponent<Button>();
MyButton.onClick.AddListener(PressBtn);
TheHideName = this.gameObject.transform.Find("Grid").Find("隐藏名称").GetComponent<Toggle>();
TheTool = this.gameObject.transform.Find("Grid").Find("辅助工具").GetComponent<Toggle>();
TheExit = this.gameObject.transform.Find("Grid").Find("退出登录").GetComponent<Toggle>();
TheShowText = TheHideName.transform.Find("Background").Find("Text").GetComponent<Text>();
Template = TheTool.transform.Find("Template").gameObject;
TheHideName.onValueChanged.AddListener(TheHideNameWay);
TheTool.onValueChanged.AddListener(TheToolWay);
TheExit.onValueChanged.AddListener(TheExitWay);
CeJu = TheTool.GetComponent<CeJuScript>();
}
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("CoursewareHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("CoursewareShow", 0);
Flag = true;
}
}
public void TheHideNameWay(bool check)// 隐藏名称
{
if (TheShowText.text == "隐藏名称")
{
TheShowText.text = "显示名称";
UIController.instance.NameControl = false;
MessageDispatcher.SendMessage("NameControl", (object)false);
}
else
{
TheShowText.text = "隐藏名称";
UIController.instance.NameControl = true;
MessageDispatcher.SendMessage("NameControl", (object)true);
}
}
public void TheToolWay(bool check)// 辅助工具
{
if (check)
{
Template.SetActive(true);
}
else
{
Template.SetActive(false);
CeJu.Set();
}
}
public void TheExitWay(bool check)// 退出
{
GameObject TipWindow = Instantiate(Resources.Load<GameObject>("UIPrefab/TipWindow"));
TipWindow.GetComponent<TipWindowManager>().SetWindow(
"是否退出场景?", new UnityEngine.Events.UnityAction(OKSubmit), new UnityEngine.Events.UnityAction(NOSubmit));
}
private void OKSubmit()
{
Back();
}
private void NOSubmit()
{
}
public void Back()
{
MySceneManager.BackToLastScene();
}
}