diff --git a/Assets/Zion/Scripts/ModelFunction/UAV/UnmannedAerialVehicleUI.cs b/Assets/Zion/Scripts/ModelFunction/UAV/UnmannedAerialVehicleUI.cs index 388cdebf..c50970e0 100644 --- a/Assets/Zion/Scripts/ModelFunction/UAV/UnmannedAerialVehicleUI.cs +++ b/Assets/Zion/Scripts/ModelFunction/UAV/UnmannedAerialVehicleUI.cs @@ -81,24 +81,49 @@ public class UnmannedAerialVehicleUI : MonoBehaviour btnBeOnTheAlertAgainst.gameObject.SetActive(true); btnAttack.gameObject.SetActive(true); btnRouteSettings.gameObject.SetActive(true); - btnFrequencyBand.gameObject.SetActive(true); - btnSurveillanceFrequencyBand.gameObject.SetActive(false); + if (!GlobalFlag.isStartRehearsing) + { + btnFrequencyBand.gameObject.SetActive(true); + btnSurveillanceFrequencyBand.gameObject.SetActive(false); + } + else + { + btnFrequencyBand.gameObject.SetActive(false); + btnSurveillanceFrequencyBand.gameObject.SetActive(false); + } + break; case WRJModel.电子侦察无人机: btnTheOpportuneMoment.gameObject.SetActive(true); btnBeOnTheAlertAgainst.gameObject.SetActive(true); btnAttack.gameObject.SetActive(true); btnRouteSettings.gameObject.SetActive(true); - btnFrequencyBand.gameObject.SetActive(true); - btnSurveillanceFrequencyBand.gameObject.SetActive(true); + if (!GlobalFlag.isStartRehearsing) + { + btnFrequencyBand.gameObject.SetActive(true); + btnSurveillanceFrequencyBand.gameObject.SetActive(true); + } + else + { + btnFrequencyBand.gameObject.SetActive(false); + btnSurveillanceFrequencyBand.gameObject.SetActive(false); + } break; case WRJModel.自杀式无人机: btnTheOpportuneMoment.gameObject.SetActive(true); btnBeOnTheAlertAgainst.gameObject.SetActive(true); btnAttack.gameObject.SetActive(true); - btnRouteSettings.gameObject.SetActive(false); - btnFrequencyBand.gameObject.SetActive(true); - btnSurveillanceFrequencyBand.gameObject.SetActive(false); + btnRouteSettings.gameObject.SetActive(true); + if (!GlobalFlag.isStartRehearsing) + { + btnFrequencyBand.gameObject.SetActive(true); + btnSurveillanceFrequencyBand.gameObject.SetActive(false); + } + else + { + btnFrequencyBand.gameObject.SetActive(false); + btnSurveillanceFrequencyBand.gameObject.SetActive(false); + } break; } }