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if (Physics.Raycast(ray, out hit, Mathf.Infinity)) + if (Physics.Raycast(ray, out hit,1000)) { - if (hit.collider.gameObject.tag=="model") + if (hit.collider.gameObject.tag =="model") { - - Modeldeletion(hit.collider.gameObject); - //if (DragManager.Instance.devices.Count > 0) - //{ - // Scenariopage scenariopage = GetComponent(); - // for (int i = 0; i < DragManager.Instance.devices.Count; i++) - // { - // int index = i; - // if (hit.collider.gameObject.name == DragManager.Instance.devices[index].name) - // { - // Destroy(DragManager.Instance.devices[index].gameObject); - // DragManager.Instance.devices.RemoveAt(index); - // if (scenariopage.properties.Count > 0) - // { - // Deletebutton(scenariopage,DragManager.Instance.devices[index].gameObject.name); - // } - // break; - // } - // } - //} + if (DragManager.Instance.devices.Count > 0) + { + Scenariopage scenariopage = GetComponent(); + for (int i = 0; i < DragManager.Instance.devices.Count; i++) + { + int index = i; + if (hit.collider.gameObject.name == DragManager.Instance.devices[index].name) + { + Destroy(DragManager.Instance.devices[index].gameObject); + DragManager.Instance.devices.RemoveAt(index); + if (scenariopage.properties.Count > 0) + { + Deletebutton(scenariopage, DragManager.Instance.devices[index].gameObject.name); + } + break; + } + } + } + } } } - private void Modeldeletion(GameObject gameObject) - { - Scenariopage scenariopage = GetComponent(); - for (int i = 0; i < DragManager.Instance.devices.Count; i++) - { - int index = i; - if (gameObject.name == DragManager.Instance.devices[index].name) - { - Destroy(DragManager.Instance.devices[index].gameObject); - DragManager.Instance.devices.RemoveAt(index); - if (scenariopage.properties.Count > 0) - { - Deletebutton(scenariopage, DragManager.Instance.devices[index].gameObject.name); - } - break; - } - } - } private void Deletebutton(Scenariopage scenariopage, string name) { diff --git a/Assets/Temp/Scripts/Judgmentstate.cs b/Assets/Temp/Scripts/Judgmentstate.cs index 6463635e..05de5251 100644 --- a/Assets/Temp/Scripts/Judgmentstate.cs +++ b/Assets/Temp/Scripts/Judgmentstate.cs @@ -1,4 +1,5 @@ using AdamSync; +using System; using UnityEngine; using UnityEngine.UI; using static InterfaceManager; @@ -20,6 +21,7 @@ public class Judgmentstate : MonoBehaviour public Modellinkedlistpanl modellinkedlistpanl;//模型页面列表 public Button model2_btn;//模型列表按钮 public Button initiate_botn;//开始推演按钮 + public Button finish_bton;//结束按钮 @@ -36,6 +38,15 @@ public class Judgmentstate : MonoBehaviour OnLeaveRoom(); }); Operation();//开始暂停结束方法 + Finish(); + } + + private void Finish() + { + finish_bton.onClick.AddListener(() => + { + + }); } private void Operation() diff --git a/Assets/Temp/Scripts/Scenariopage.cs b/Assets/Temp/Scripts/Scenariopage.cs index 2a329422..80511c46 100644 --- a/Assets/Temp/Scripts/Scenariopage.cs +++ b/Assets/Temp/Scripts/Scenariopage.cs @@ -2043,13 +2043,16 @@ public class Scenariopage : MonoBehaviour for (int i = 0; i < DragManager.Instance.devices.Count; i++)//判断单例生成预设体 { int index = i; - 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