using System; using System.Collections.Generic; using DefaultNamespace; using DefaultNamespace.ProcessMode; using Framework.Manager; using MotionFramework; using TMPro; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; namespace Zion.Scripts.ERP.查询需求计划平衡利库情况 { /// /// 查询需求计划平衡利库情况 /// public class DemandBalancerManager : MonoBehaviour { [SerializeField] private TMP_InputField factoryInputField; // 工厂输入框 [SerializeField] private TMP_InputField codeField; // 唯一码1 [SerializeField] private TMP_InputField code1Field; // 唯一码1 [SerializeField] private TMP_InputField code2Field; // 唯一码2 [SerializeField] private Button queryBt; // 工厂输入框 [SerializeField] private Button wuziBt; // 工厂输入框 [SerializeField] private Button saveBt; // 工厂输入框 [SerializeField] private GameObject plane1; [SerializeField] private GameObject plane2; [SerializeField] private TMP_InputField ans1; [SerializeField] private TMP_InputField ans2; [SerializeField] private TMP_InputField ans3; [SerializeField] private TMP_InputField ans4; [SerializeField] private TMP_InputField ans5; [SerializeField] private TMP_InputField ans6; [SerializeField] private TMP_InputField ans7; [SerializeField] private TMP_InputField ans8; [SerializeField] private GameObject ansWin; public Button closeButton; public Button tijiaobt; private void Start() { queryBt.onClick.AddListener(OnQueryButtonClicked); wuziBt.onClick.AddListener(OnWuziButtonClicked); saveBt.onClick.AddListener(OnSaveButtonClicked); tijiaobt.onClick.AddListener(SaveAnswerSheet); closeButton.onClick.AddListener(delegate { TutorialGuideManager.Instance.HideGuide(); }); } private void OnSaveButtonClicked() { FileComponent.DownloadSingleFile("物资需求计划审批情况查询表"); ansWin.SetActive(true); } private void OnWuziButtonClicked() { codeField.text = code1Field.text; } public void SaveAnswerSheet() { if (MotionEngine.GetModule().HandleClick( new List() { ans1.text, ans2.text, ans3.text, ans4.text, ans5.text, ans6.text, ans7.text, ans8.text, })) { ansWin.SetActive(false); } } private void OnQueryButtonClicked() { if (MotionEngine.GetModule().HandleClick( new List() { factoryInputField.text, code1Field.text, code2Field.text })) { plane1.SetActive(false); plane2.SetActive(true); TutorialGuideManager.Instance.TriggerNextGuide(); } } private void OnRaycastHit(GameObject hitObject) { // 这里可以添加射线击中物体后的逻辑 Debug.Log("射线击中物体: " + hitObject.name); bool isb = MotionEngine.GetModule().HandleClick( new List() { hitObject.name }); } } }