天津23维预案
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AX.MessageSystem;
public class PapeModeSet : MonoBehaviour
{
/// <summary>
/// 考卷设置
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheSave;// 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 TheShowText;
private GameObject Template;//辅助工具的父物体
public static PapeModeSet 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);
TheSave = this.gameObject.transform.Find("Grid").Find("保存考题").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>();
CeJu = TheTool.GetComponent<CeJuScript>();
Template = TheTool.transform.Find("Template").gameObject;
TheShowText = TheHideName.transform.Find("Background").Find("Text").GetComponent<Text>();
TheSave.onValueChanged.AddListener(TheSaveWay);
TheClear.onValueChanged.AddListener(TheClearWay);
TheHideName.onValueChanged.AddListener(TheHideNameWay);
TheTool.onValueChanged.AddListener(TheToolWay);
TheExit.onValueChanged.AddListener(TheExitWay);
}
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("PapeHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("PapeShow", 0);
Flag = true;
}
}
public void TheSaveWay(bool check)// 保存课件
{
}
public void TheClearWay(bool check)// 一键清空
{
MessageDispatcher.SendMessage("DestroyObj", (object)"All");
MessageDispatcher.SendMessage("clearTrigger", (object)"");
MessageDispatcher.SendMessage("ResetTheScene");
MessageDispatcher.SendMessage("ResettingButton");
MessageDispatcher.SendMessage("RESET_OILTANKDISASTER_ATRRI", (object)"All");//重置所有罐体
//InstantiationTool.Instance.RSDToggle.isOn = false;
MessageDispatcher.SendMessage("ShuiPaoMessage");
MessageDispatcher.SendMessage("Operatinghints", (object)"场景重置成功");
EquipSubmit.costSelectedEquips.Clear();
EquipSubmit.unCostSelectedEquips.Clear();
}
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
{
CeJu.Set();
Template.SetActive(false);
}
}
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();
}
}