天津23维预案
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AX.MessageSystem;
using AX.TrackRecord;
using System.Collections.Generic;
using AX.NetworkSystem;
public class MakeSorceSet : MonoBehaviour {
/// <summary>
/// 评分模式
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheJiaoJuan;// 保存课件
private Toggle CheckRenWu;// 任务查询
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;
private int hours;
private int minutes;
private int seconds;
//public bool stopped = true;
private Text TheShowText;
private GameObject Template;//辅助工具的父物体
public static MakeSorceSet instance;
private CeJuScript CeJu;
private GameObject TheCheckPlane;
[HideInInspector]
public GameObject EditSaveButton;
public List<ScoreInfo> ScoreList = new List<ScoreInfo>();
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("评分上传").GetComponent<Toggle>();
CheckRenWu = this.gameObject.transform.Find("Grid").Find("任务查询").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.FindChild("Time").FindChild("Hour").GetComponent<Text>();
//MinLabele = this.gameObject.transform.FindChild("Time").FindChild("Min").GetComponent<Text>();
//SecondLable = this.gameObject.transform.FindChild("Time").FindChild("Second").GetComponent<Text>();
TheShowText = TheHideName.transform.Find("Background").Find("Text").GetComponent<Text>();
CeJu = TheTool.GetComponent<CeJuScript>();
Template = TheTool.transform.Find("Template").gameObject;
EditSaveButton = GameObject.Find("Canvas").transform.Find("MakeScoreStudentList").Find("EditSaveButton").gameObject;
TheCheckPlane = GameObject.Find("Canvas").transform.Find("查询任务面板").gameObject;
TheJiaoJuan.onValueChanged.AddListener(TheJiaoJuanWay);
CheckRenWu.onValueChanged.AddListener(CheckRenWuWay);
TheHideName.onValueChanged.AddListener(TheHideNameWay);
TheTool.onValueChanged.AddListener(TheToolWay);
TheExit.onValueChanged.AddListener(TheExitWay);
TimerWin = GameObject.Find("Canvas").transform.Find("考核模式倒计时").gameObject;
TimerWin.SetActive(true);
}
bool CanLook = false;
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("PrepareHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("PrepareShow", 0);
Flag = true;
}
}
public void TheJiaoJuanWay(bool check)// 交卷
{
if (GameObject.Find("Canvas").transform.Find("时间轴").gameObject.activeInHierarchy)
{
MessageDispatcher.SendMessage("Operatinghints", (object)"请保存评分后上传");
return;
}
if (ScoreList.Count == 0)
{
MessageDispatcher.SendMessage("Operatinghints", (object)"请评分后上传");
return;
}
GameObject TipWindow = Instantiate(Resources.Load<GameObject>("UIPrefab/TipWindow"));
TipWindow.GetComponent<TipWindowManager>().SetWindow(
"是否上传评分?", new UnityEngine.Events.UnityAction(OKSumbit), new UnityEngine.Events.UnityAction(NOSumbit));
}
public void OKSumbit()
{
if (TimeManager.RemainSeconds < 0)
{
MessageDispatcher.SendMessage("Operatinghints", (object)"评分时间结束无法上传");
return;
}
for (int i = 0; i < ScoreList.Count; i++)
{
NetworkManager.Default.SendRequestAsync("MARKING_SAVE_REQUEST", ScoreList[i]);//评分请求
}
}
public void NOSumbit()
{
}
public void CheckRenWuWay(bool check)// 任务查询
{
if (CanLook)
{
TheCheckPlane.SetActive(true);
InstanceRecordPlane.instance_.OpenThisPlane();
}
else
{
MessageDispatcher.SendMessage("Operatinghints", (object)"打分过程可以查看");
}
}
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();
}
//public void MakeSorceSetTime()
//{
// stopped = true;
// HourLable.text ="00";
// MinLabele.text = "00";
// SecondLable.text = "00";
//}
public int Speed=1;
private GameObject TimerWin;
void Update()
{
if (LoadManager.Instance.IsPlayBacking)
{
CanLook = true;
}
else
{
CanLook = false;
}
//if (stopped)
// return;
//time += Time.deltaTime * Speed;
//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();
//}
}
}