天津23维预案
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using AX.MessageSystem;
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AX.TrackRecord;
public class TeachModeSet : MonoBehaviour
{
/// <summary>
/// 授课学习
/// </summary>
private bool Flag = true;
private Animator Ani;
private Button MyButton;
private Toggle TheDraw;// 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
public static TeachModeSet instance;
private Text TheShowText;
private GameObject Template;//辅助工具的父物体
private CeJuScript CeJu;
private GameObject TimeZhou;//时间轴
private GameObject KeJianGame;
void Awake()
{
if (instance == null)
{
instance = this;
}
//PrepareMode=7,//备课,自动开始轨迹记录
//TeachMode = 8,//授课模式
//ExamineMode=9,//考核模式
//SelfStudyMode=10,//自学模式
//PapeSetMode=11,//考卷设置模式
//CoursewareMode = 12//自学课件模式
}
void Start ()
{
Ani = this.gameObject.GetComponent<Animator>();
MyButton = this.gameObject.transform.Find("模式").GetComponent<Button>();
MyButton.onClick.AddListener(PressBtn);
TheDraw = this.gameObject.transform.Find("Grid").Find("画板").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>();
CeJu = TheTool.GetComponent<CeJuScript>();
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;
TimeZhou = GameObject.Find("Canvas").transform.Find("时间轴").gameObject;
KeJianGame = GameObject.Find("Canvas").transform.Find("ToolbarObject").Find("NodeSelectWin").gameObject;
TheDraw.onValueChanged.AddListener(TheDrawWay);
TheClear.onValueChanged.AddListener(TheClearWay);
TheHideName.onValueChanged.AddListener(TheHideNameWay);
TheTool.onValueChanged.AddListener(TheToolWay);
TheExit.onValueChanged.AddListener(TheExitWay);
}
public void PressBtn()
{
if (Flag)
{
Ani.CrossFade("TeachHide", 0);
Flag = false;
}
else
{
Ani.CrossFade("TeachShow", 0);
Flag = true;
}
}
public void TheDrawWay(bool check)// 画板
{
if (check)
{
if (LoadManager.Instance.IsPlayBacking)
{
TheBackView.instance.ZanTing();
TimeZhou.SetActive(false);
}
else
{
KeJianGame.SetActive(false);
}
ShowDraw.instance.TheShowPlane();
DrawLinePlate.instance.CanDrawing = true;
}
else
{
DrawLinePlate.instance.CanDrawing = false;
if (LoadManager.Instance.IsPlayBacking)
{
TimeZhou.SetActive(true);
TheBackView.instance.BoFang();
}
else
{
KeJianGame.SetActive(true);
}
ShowDraw.instance.ClosePlane();
}
}
public void TheClearWay(bool check)// 一键清空
{
if (LoadManager.Instance.IsPlayBacking)
{
MessageDispatcher.SendMessage("Operatinghints", (object)"回放无法清空");
return;
}
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
}
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()
{
Cursor.visible = true;
DrawLinePlate.instance.CanDrawing = false;
MySceneManager.BackToLastScene();
}
}