This commit is contained in:
yulong 2024-05-14 18:03:03 +08:00
parent df9face819
commit 8a823fe5f8
17 changed files with 3759 additions and 176 deletions

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@ -3,20 +3,26 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public enum Title
{
Electriccharge,
Powersupply,
retreaty
}
public class ControlsManager : MonoBehaviour
{
/// <summary>
/// 电费核算按钮
/// </summary>
public Button electricitychargeaccounting;
public Toggle electricitychargeaccounting;
/// <summary>
/// 供电合同
/// </summary>
public Button powersupplycontract;
public Toggle powersupplycontract;
/// <summary>
/// 合同覆约
/// </summary>
public Button contract;
public Toggle contract;
/// <summary>
/// 退出按钮
/// </summary>
@ -33,6 +39,26 @@ public class ControlsManager : MonoBehaviour
/// 退出页面的取消按钮
/// </summary>
public Button cancelbutton;
/// <summary>
/// 철앨학뻣깃痙
/// </summary>
public Title title = Title.retreaty;
/// <summary>
/// 瓊刻학뻣女충
/// </summary>
public GameObject topicswitchingpanl;
/// <summary>
/// 瓊刻女충횅훰객큐
/// </summary>
public Button okbutton3;
/// <summary>
/// 瓊刻女충혤句객큐
/// </summary>
public Button nobutton3;
/// <summary>
/// 림든북谿女충
/// </summary>
public GameObject practicemode, taskstep, contractreversionpanl;
void Start()
{
quit.onClick.AddListener(() =>
@ -52,10 +78,74 @@ public class ControlsManager : MonoBehaviour
{
promptbox.SetActive(false);
});
}
electricitychargeaccounting.onValueChanged.AddListener((ison) =>
{
if (ison)
{
if (title != Title.Electriccharge)
{
topicswitchingpanl.SetActive(true);
title = Title.Electriccharge;
}
}
});
powersupplycontract.onValueChanged.AddListener((ison) =>
{
if (ison)
{
if (title != Title.Powersupply)
{
topicswitchingpanl.SetActive(true);
title = Title.Powersupply;
}
}
});
contract.onValueChanged.AddListener((ison) =>
{
if (ison)
{
if (title != Title.retreaty)
{
topicswitchingpanl.SetActive(true);
title = Title.retreaty;
}
}
});
nobutton3.onClick.AddListener(() =>
{
topicswitchingpanl.SetActive(false);
});
okbutton3.onClick.AddListener(Theme);
}
void Update()
/// <summary>
/// 학뻣꽉데객큐
/// </summary>
public void Theme()
{
topicswitchingpanl.SetActive(false);
switch (title)
{
case Title.Electriccharge:
practicemode.SetActive(false);
taskstep.SetActive(false);
contractreversionpanl.SetActive(false);
break;
case Title.Powersupply:
practicemode.SetActive(false);
taskstep.SetActive(false);
contractreversionpanl.SetActive(false);
break;
case Title.retreaty:
practicemode.SetActive(true);
taskstep.SetActive(true);
contractreversionpanl.SetActive(true);
break;
default:
break;
}
}
void Update()
{
}

View File

@ -0,0 +1,47 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class MainSelect : MonoBehaviour
{
public GameObject mainpanl;
public Button practicebutton;
public Button examinationbutton;
void Start()
{
practicebutton.onClick.AddListener(() =>
{
//Practice();
//ScoreManager.Instance.judgmentbos = false;
//SceneManager.LoadScene("shanxii");
});
examinationbutton.onClick.AddListener(() =>
{
//ScoreManager.Instance.judgmentbos = true;
//SceneManager.LoadScene("shanxii");
});
}
public void Examinat()
{
ScoreManager.Instance.judgmentbos = true;
Debug.Log(ScoreManager.Instance.judgmentbos);
SceneManager.LoadScene("shanxii");
}
public void Practice()
{
ScoreManager.Instance.judgmentbos = false;
SceneManager.LoadScene("shanxii");
}
// Update is called once per frame
void Update()
{
}
}

View File

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@ -2,7 +2,6 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor.Experimental.GraphView;
using UnityEngine;
using UnityEngine.UI;

View File

@ -0,0 +1,58 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.IO;
public class ReadLoginInfo : MonoBehaviour
{
public MainSelect mainselect;
private void Awake()
{
DontDestroyOnLoad(this.gameObject);
LoadInfo();
}
void Start()
{
}
/// <summary>
/// 通过判断跳转场景
/// </summary>
private void LoadInfo()
{
string str;
string path = Application.streamingAssetsPath + @"\info.ini";
if (File.Exists(path))
{
str = File.ReadAllText(path);
string[] data = str.Split(new char[] { '#' });
DateTime dateTime = DateTime.Parse(data[0]);
TimeSpan timeSpan = DateTime.Now - dateTime;
//if (dateTime.Second > 60)
//{
// Debug.Log("请求超时");
//}
//else
//{
string[] data2 = data[1].Split(new char[] { ';' });
Debug.Log(data2[1]);
if (data2[1]=="0")
{
mainselect.practicebutton.onClick.Invoke();
Debug.Log("进入了");
}
else if (data2[1]=="1")
{
mainselect.examinationbutton.onClick.Invoke();
Debug.Log("跳转");
}
//}
}
}
void Update()
{
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -9,7 +9,7 @@ public class ScoreManager : MonoBehaviour
/// <summary>
/// 判断是考试还是练习
/// </summary>
public bool judgmentbos;
public bool judgmentbos = false;
public static ScoreManager Instance
{
get
@ -26,8 +26,11 @@ public class ScoreManager : MonoBehaviour
return instance;
}
}
private void Start()
{
public float Score
}
public float Score
{
get { return score; }
}

View File

@ -73,7 +73,6 @@ public class Stepeightpanl : MonoBehaviour
/// 백도객큐
/// </summary>
private bool archivsisp=true;
public Text w;
void Start()
{
waittobedonebutton8.onClick.AddListener(() =>
@ -113,8 +112,6 @@ public class Stepeightpanl : MonoBehaviour
{
ScoreManager.Instance.AddScore(9);
Debug.LogError(ScoreManager.Instance.Score);
w.text = "分数:" + ScoreManager.Instance.Score;
w.gameObject.SetActive(true);
archivsisp = false;
}
});

View File

@ -1,6 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.Contracts;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Submit : MonoBehaviour
@ -46,16 +49,69 @@ public class Submit : MonoBehaviour
/// </summary>
public Button backbutton;
/// <summary>
/// ²Ù×÷²½Ö軹ԭ
/// 考核面板
/// </summary>
public Transform thesecondsteppanl, thethirdsteppanl, stepfourpanl, thefifthsteppanl, stepsixpanl, stepsevenpanl, stepeightpanl;
public GameObject examinepanl;
/// <summary>
/// 技能冷却时间
/// </summary>
public float examinetimer = 10f;
/// <summary>
/// 技能冷却时间
/// </summary>
public float skilltimer = 0f;
/// <summary>
/// 技能冷却图片
/// </summary>
public Image coolingimage;
/// <summary>
/// 技能冷却开关
/// </summary>
private bool isCooldown = false;
/// <summary>
/// 系统提示
/// </summary>
public Text warntext;
/// <summary>
/// 体统提示时间
/// </summary>
public float timer = 10f;
/// <summary>
/// 倒计时
/// </summary>
public Text timetext;
/// <summary>
/// 提示是否交卷页面
/// </summary>
public GameObject submissionpromptpanl;
/// <summary>
/// 确定按钮
/// </summary>
public Button submitbutton2;
/// <summary>
/// 取消按钮
/// </summary>
public Button cancelbutton2;
/// <summary>
/// 合同覆约
/// </summary>
public Toggle contract;
/// <summary>
/// 三个菜单按钮
/// </summary>
public GameObject electricitychargeaccounting, powersupplycontract;
private void Awake()
{
Debug.LogError(ScoreManager.Instance.judgmentbos);
practicesprite = Resources.Load<Sprite>("UIpanel/Á·Ï°Ä£Ê½");
examinesprite = Resources.Load<Sprite>("UIpanel/¿¼ÊÔģʽ");
contract.isOn = true;
if (ScoreManager.Instance.judgmentbos)
{
practicemode.sprite = examinesprite;
electricitychargeaccounting.SetActive(false);
powersupplycontract.SetActive(false);
onvolumebutton.gameObject.SetActive(true);
}
else
@ -82,6 +138,25 @@ public class Submit : MonoBehaviour
contractreversionpanl.SetActive(true);
ScoreManager.Instance.SubtractScore(100);
Inactivation(contractreversionpanl.transform);
SceneManager.LoadScene("shanxii");
});
onvolumebutton.onClick.AddListener(() =>
{
submissionpromptpanl.SetActive(true);
});
cancelbutton2.onClick.AddListener(() =>
{
submissionpromptpanl.SetActive(false);
});
submitbutton2.onClick.AddListener(() =>
{
submissionpromptpanl.SetActive(false);
practicemode.gameObject.SetActive(false);
taskstep.SetActive(false);
contractreversionpanl.SetActive(false);
onvolumebutton.gameObject.SetActive(false);
isCooldown = true;
examinepanl.SetActive(true);
});
}
@ -96,65 +171,25 @@ public class Submit : MonoBehaviour
}
}
pos.transform.GetChild(0).gameObject.SetActive(true);
for (int i = 0; i < thesecondsteppanl.childCount; i++)
{
Transform pront2 = thefifthsteppanl.GetChild(i);
if (i > 0)
{
pront2.gameObject.SetActive(false);
}
}
for (int i = 0; i < thethirdsteppanl.childCount; i++)
{
Transform pront3 = thethirdsteppanl.GetChild(i);
if (i > 0)
{
pront3.gameObject.SetActive(false);
}
}
for (int i = 0; i < stepfourpanl.childCount; i++)
{
Transform pront4 = stepfourpanl.GetChild(i);
if (i > 0)
{
pront4.gameObject.SetActive(false);
}
}
for (int i = 0; i < thefifthsteppanl.childCount; i++)
{
Transform pront5 = thefifthsteppanl.GetChild(i);
if (i > 0)
{
pront5.gameObject.SetActive(false);
}
}
for (int i = 0; i < stepsixpanl.childCount; i++)
{
Transform pront6 = stepsixpanl.GetChild(i);
if (i > 0)
{
pront6.gameObject.SetActive(false);
}
}
for (int i = 0; i < stepsevenpanl.childCount; i++)
{
Transform pront7 = stepsevenpanl.GetChild(i);
if (i > 0)
{
pront7.gameObject.SetActive(false);
}
}
for (int i = 0; i < stepeightpanl.childCount; i++)
{
Transform pront8 = stepeightpanl.GetChild(i);
if (i > 0)
{
pront8.gameObject.SetActive(false);
}
}
}
void Update()
{
if (isCooldown)
{
coolingimage.fillAmount = 1 - (skilltimer / examinetimer);
skilltimer += Time.deltaTime;
timer-= Time.deltaTime;
warntext.text = timer.ToString("0")+"秒后自动退出系统";
timetext.text = timer.ToString("0");
if (coolingimage.fillAmount==0)
{
// 退出应用程序
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
}
}

View File

@ -4,5 +4,11 @@
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path: Assets/Zion/Scenes/shanxii.unity
guid: 73f1d17b8c29e5449b3f63dfbae75d84
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@ -4,7 +4,7 @@
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