天津23维预案
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class ExitModeSet : MonoBehaviour
{
/// <summary>
/// 退出
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheExit;// 退出
private Text TheShowText;
public static ExitModeSet instance;
void Awake()
{
if (instance == null)
{
instance = this;
}
}
void Start()
{
Ani = this.gameObject.GetComponent<Animator>();
MyButton = this.gameObject.GetComponent<Button>();
MyButton.onClick.AddListener(PressBtn);
TheExit = this.gameObject.transform.Find("Grid").Find("退出登录").GetComponent<Toggle>();
TheExit.onValueChanged.AddListener(TheExitWay);
if(ExamInfoHelpClass.loadSceneMode== ExamInfoHelpClass.LoadSceneMode.CheckAnswer)
{
TimeManager.TimeOutEvent += TimeManager_TimeOutEvent;
}
}
private void TimeManager_TimeOutEvent(object sender, System.EventArgs e)
{
TimeManager.TimeOutEvent -= TimeManager_TimeOutEvent;
MySceneManager.BackToLastScene();
}
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("ExitHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("ExitShow", 0);
Flag = true;
}
}
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();
}
}