147 lines
4.5 KiB
C#
147 lines
4.5 KiB
C#
using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class UI_TopTitlePanel : BasePanel
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{
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public Button AskBtn; //问答按钮
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public Button ReturnBtn; //返回按钮
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public Button ExitBtn; //退出按钮
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public TextMeshProUGUI NameText; //用户名
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public UI_TeacherStudentPanel UI_TeacherStudentPanel; //问答面板
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public UI_TeacherAnswer TeacherAnswerObj;//老师回答生成面板
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public Button DataBtn; //数据面板按钮
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protected override void Awake()
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{
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base.Awake();
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OnInit();
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}
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public void OnInit()
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{
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AskBtn = GetControl<Button>("问答按钮");
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NameText = GetControl<TextMeshProUGUI>("用户名");
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ReturnBtn = GetControl<Button>("返回");
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ExitBtn = GetControl<Button>("退出");
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DataBtn = GetControl<Button>("数据按钮");
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}
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public override void ShowMe()
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{
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base.ShowMe();
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Scene currentScene = SceneManager.GetActiveScene();
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if (currentScene.name == "xianchang")
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{
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AskBtn.gameObject.SetActive(true);
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ReturnBtn.gameObject.SetActive(true);
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DataBtn.gameObject.SetActive(true);
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NameText.text = LoginManager.Instance.loginRespons.data.login_name;
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}
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else if (currentScene.name == "ChooesSubjectScene")
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{
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AskBtn.gameObject.SetActive(false);
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ReturnBtn.gameObject.SetActive(false);
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DataBtn.gameObject.SetActive(false);
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}
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}
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public override void HideMe()
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{
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base.HideMe();
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}
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protected override void OnClick(string btnPath)
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{
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base.OnClick(btnPath);
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switch (btnPath)
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{
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case "问答按钮":
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Bootstrap.Instance.uiManager.ShowPanel<UI_TeacherStudentPanel>(this, E_UI_Layer.Top,
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(panel) =>
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{
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Debug.Log("问答面板显示");
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GameObject Player = GameObject.FindGameObjectWithTag("Player");
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Player.GetComponent<FirstPersonController>().enabled = false;
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panel.Answer1();
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});
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//UI_TeacherStudentPanel.Answer();
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//UI_TeacherStudentPanel.Answer();
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break;
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case "返回":
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ReturnScene();
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break;
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case "数据按钮":
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Bootstrap.Instance.uiManager.ShowPanel<UI_LineChartPanel>(this, E_UI_Layer.Top,
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(panel) =>
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{
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Debug.Log("数据显示");
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});
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break;
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case "退出":
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QuitGame();
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// 返回按钮
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/// </summary>
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public void ReturnScene()
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{
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Scene currentScene = SceneManager.GetActiveScene();
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switch (currentScene.name)
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{
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case "xianchang":
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Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "ChooesSubjectScene", () =>
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{
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Bootstrap.Instance.uiManager.ShowPanel<UI_ChooesPanel>(this, E_UI_Layer.Mid, (panel) =>
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{
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Bootstrap.Instance.uiManager.ShowPanel<UI_TopTitlePanel>(this, E_UI_Layer.Top, (panel) =>
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{
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Bootstrap.Instance.uiManager.HidePanel<UI_LoginPanel>();
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Debug.Log("场景加载成功");
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});
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});
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}
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);
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break;
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case "ChooesSubjectScene":
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break;
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}
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}
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/// <summary>
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/// 老师回复
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/// </summary>
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//public void Answer()
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//{
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// TeaAnswerManager.Instance.Answer();
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// var TeacherAnswer = Instantiate(TeacherAnswerObj, UI_TeacherStudentPanel.ContentTrans);
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// TeacherAnswer.Init(TeaAnswerManager.Instance.answerRoot.DataAnswer.HandlerName,
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// TeaAnswerManager.Instance.answerRoot.DataAnswer.ApplicantName,
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// TeaAnswerManager.Instance.answerRoot.DataAnswer.DealDsc);//回复人,提问人,回复内容
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//}
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/// <summary>
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/// 退出应用
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/// </summary>
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public void QuitGame()
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{
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// 根据不同的运行环境执行不同的退出逻辑
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#if UNITY_EDITOR
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// 编辑器环境下,退出运行模式
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UnityEditor.EditorApplication.isPlaying = false;
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Debug.Log("编辑器运行模式已停止。");
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#else
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// 打包后的环境下,退出应用程序
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Application.Quit();
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#endif
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}
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} |