天津23维预案
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using AX.MessageSystem;
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AX.TrackRecord;
using System;
public class ExamineModeSet : MonoBehaviour
{
/// <summary>
/// 考核模式
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheJiaoJuan;// 保存课件
private Toggle TheClear;// 一键清空
private Toggle TheHideName;// 隐藏名称
private Toggle TheTool;// 辅助工具
private Toggle TheExit;// 退出
private Text HourLable;
private Text MinLabele;
private Text SecondLable;
public float time;
public static int hours;
public static int minutes;
public static int seconds;
public bool stopped = true;
private Text TheShowText;
private GameObject Template;//辅助工具的父物体
public static ExamineModeSet instance;
private CeJuScript CeJu;
public Record_One_root Record = new Record_One_root();
void Awake()
{
if (instance == null)
{
instance = this;
}
}
void Start ()
{
Ani = this.gameObject.GetComponent<Animator>();
MyButton = this.gameObject.GetComponent<Button>();
MyButton.onClick.AddListener(PressBtn);
TheJiaoJuan = this.gameObject.transform.Find("Grid").Find("交卷").GetComponent<Toggle>();
TheClear = this.gameObject.transform.Find("Grid").Find("一键清空").GetComponent<Toggle>();
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>();
HourLable = this.gameObject.transform.Find("Time").Find("Hour").GetComponent<Text>();
MinLabele = this.gameObject.transform.Find("Time").Find("Min").GetComponent<Text>();
SecondLable = this.gameObject.transform.Find("Time").Find("Second").GetComponent<Text>();
TheShowText = TheHideName.transform.Find("Background").Find("Text").GetComponent<Text>();
CeJu = TheTool.GetComponent<CeJuScript>();
Template = TheTool.transform.Find("Template").gameObject;
TheJiaoJuan.onValueChanged.AddListener(TheJiaoJuanWay);
TheClear.onValueChanged.AddListener(TheClearWay);
TheHideName.onValueChanged.AddListener(TheHideNameWay);
TheTool.onValueChanged.AddListener(TheToolWay);
TheExit.onValueChanged.AddListener(TheExitWay);
hours = 0;
minutes = 0;
seconds = 0;
}
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("ExamineHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("ExamineShow", 0);
Flag = true;
}
}
public void TheJiaoJuanWay(bool check)// 交卷
{
}
public void TheClearWay(bool check)// 一键清空
{
RecordManager.Instance.IsPause = true;
GameObject TipWindow = Instantiate(Resources.Load<GameObject>("UIPrefab/TipWindow"));
TipWindow.GetComponent<TipWindowManager>().SetWindow(
"重置后无法恢复,确定重置 ?", new UnityEngine.Events.UnityAction(OKReset), new UnityEngine.Events.UnityAction(NOReset));
}
private void NOReset()
{
RecordManager.Instance.IsPause = false;
}
private void OKReset()
{
EquipSubmit.costSelectedEquips.Clear();
EquipSubmit.unCostSelectedEquips.Clear();
MessageDispatcher.SendMessage("DestroyObj", (object)"All");
MessageDispatcher.SendMessage("clearTrigger", (object)"");
MessageDispatcher.SendMessage("ResetTheScene");
//InstantiationTool.Instance.RSDToggle.isOn = false;
MessageDispatcher.SendMessage("ResettingButton");
MessageDispatcher.SendMessage("ShuiPaoMessage");
MessageDispatcher.SendMessage("Operatinghints", (object)"场景重置成功");
MessageDispatcher.SendMessage("RESET_OILTANKDISASTER_ATRRI", (object)"All");//重置所有罐体
SetSceneFromXmlPath("Questions");
//加载考题灾情
//TrackRecordHelpClass.LoadObjSetToOriginalTrans(Record);
LoadManager.Instance.LoadObjSetToOriginalTrans(Record);
//开始记录
RecordManager.Instance.StartRecord();
}
private void SetSceneFromXmlPath(string path)
{
Record = null;
string filename = BaseItemManager.CurQues.ID + "/" + BaseItemManager.CurQues.FilePath;
Record = TrackRecordHelpClass.LoadRecord_DeserializeXMLToRecord(path + "/" + filename); //该函数的默认路径待修改
}
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();
}
void Update()
{
if (stopped)
return;
time += Time.deltaTime;
if (time >= 1.0f)
{
seconds += 1;
if (seconds >= 60)
{
minutes += 1;
if (minutes >= 60)
{
hours += 1;
if (hours >= 24)
hours = 0;
minutes = 0;
}
seconds = 0;
}
time = 0.0f;
}
if (hours > 9)
{
HourLable.text = hours.ToString();
}
else
{
HourLable.text = "0" + hours.ToString();
}
if (minutes > 9)
{
MinLabele.text = minutes.ToString();
}
else
{
MinLabele.text = "0" + minutes.ToString();
}
if (seconds > 9)
{
SecondLable.text = seconds.ToString();
}
else
{
SecondLable.text = "0" + seconds.ToString();
}
}
}