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3 Commits

Author SHA1 Message Date
yulong e52ba870a8 修改prefab 2023-11-18 23:41:56 +08:00
yulong d7f3da2066 Merge branch 'master' of http://172.16.1.12/yulong/NewN_UAVPlane 2023-11-18 17:52:22 +08:00
yulong f75b5a1279 融合 2023-11-18 17:52:06 +08:00
32 changed files with 8378 additions and 2470 deletions

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weather_panl: {fileID: 0}
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@ -82,3 +83,20 @@ MeshRenderer:
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@ -0,0 +1,39 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Competitioncontentpanl : MonoBehaviour
{
public Image Competitioncontent_panl;
public Button off_botn;//关闭按钮
public Button verify_botn;//确定按钮
public Button cancel_botn;//取消按钮
void Start()
{
Interactionbtn();//这个页面交互按钮
}
private void Interactionbtn()
{
off_botn.onClick.AddListener(() =>
{
Competitioncontent_panl.gameObject.SetActive(false);
});
verify_botn.onClick.AddListener(() =>
{
Competitioncontent_panl.gameObject.SetActive(false);
});
cancel_botn.onClick.AddListener(() =>
{
Competitioncontent_panl.gameObject.SetActive(false);
});
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -1,4 +1,4 @@
using System;
using AdamSync;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -7,17 +7,7 @@ using UnityEngine.UI;
public class Judgmentstate : MonoBehaviour
{
/// <summary>
/// 环境设置按钮
/// </summary>
public Button environment;
/// <summary>
/// 天气配置页面
/// </summary>
public RectTransform weather_panl;
/// <summary>
/// 关闭天气配置界面按钮
/// </summary>
public Button fanhui1;
public Button off_btn;
public Button initiate_btn;//开始按钮
@ -26,20 +16,19 @@ public class Judgmentstate : MonoBehaviour
public Text countdown_text;//倒计时文本
public bool isp=false;//判断游戏结束
public float a=5;
public Competitioncontentpanl competitioncontentpanl;
public Button content_bton;//训练内容按钮
public Seatpanl seatpanl;//席位内容页面
public Button message_btn;//席位训练按钮
public Modellinkedlistpanl modellinkedlistpanl;//模型页面列表
public Button model2_btn;//模型列表按钮
public bool UNITY_EDITOR { get; private set; }
void Start()
{
Time.timeScale = 0;
environment.onClick.AddListener(() =>
{
weather_panl.gameObject.SetActive(true);
});
off_btn.onClick.AddListener(() =>
{
weather_panl.gameObject.SetActive(false);
});
fanhui1.onClick.AddListener(() =>
{
GameMain.tiao = false;
@ -54,18 +43,16 @@ public class Judgmentstate : MonoBehaviour
{
initiate_btn.gameObject.SetActive(false);
Pause_btn.gameObject.SetActive(true);
Time.timeScale = 1;
AudioListener.pause = true;
string msg = $"send2room " + "start";
_ = SyncCreateRoom.SendMessageAsync(msg);
});
Pause_btn.onClick.AddListener(() =>
{
if (isp!=false)
{
initiate_btn.gameObject.SetActive(true);
Pause_btn.gameObject.SetActive(false);
Time.timeScale = 0;
AudioListener.pause = false;
}
string msg = $"send2room "+"stop";
_ = SyncCreateRoom.SendMessageAsync(msg);
});
finish_btn.onClick.AddListener(() =>
{
@ -75,6 +62,18 @@ public class Judgmentstate : MonoBehaviour
}
countdown_text.gameObject.SetActive(true);
});
content_bton.onClick.AddListener(() =>
{
competitioncontentpanl.gameObject.SetActive(true);
});
message_btn.onClick.AddListener(() =>
{
seatpanl.gameObject.SetActive(true);
});
model2_btn.onClick.AddListener(() =>
{
modellinkedlistpanl.gameObject.SetActive(true);
});
}
void Update()
@ -86,8 +85,11 @@ public class Judgmentstate : MonoBehaviour
if (a<=0)
{
countdown_text.gameObject.SetActive(false);
UnityEditor.EditorApplication.isPlaying = false;
Application.Quit();//在可执行程序中结束运行
string msg = $"send2room " + "end";
_ = SyncCreateRoom.SendMessageAsync(msg);
//UnityEditor.EditorApplication.isPlaying = false;
//Application.Quit();//在可执行程序中结束运行
a = 5;
isp = false;
}
}

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@ -7,7 +7,7 @@ public class Modeldata : MonoBehaviour
{
private string path = "model/";//获取预设体的值
private string modename = null;
public Modelequipment modelequipment;//对应的模型路径
public Modelequipment modelequipment;//对应的模型路径
void Start()
{
modename = transform.name.Replace("(Clone)", "");//消除克隆的物体克隆的名字

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@ -0,0 +1,39 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Modellinkedlistpanl : MonoBehaviour
{
public Image modellinkedlist_panl;
public Button off2_botn;//关闭按钮
public Button verify2_botn;//确认按钮
public Button cancel2_botn;//取消按钮
void Start()
{
Trigger();//按钮触发方法
}
private void Trigger()
{
off2_botn.onClick.AddListener(() =>
{
modellinkedlist_panl.gameObject.SetActive(false);
});
verify2_botn.onClick.AddListener(() =>
{
modellinkedlist_panl.gameObject.SetActive(false);
});
cancel2_botn.onClick.AddListener(() =>
{
modellinkedlist_panl.gameObject.SetActive(false);
});
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -887,7 +887,7 @@ public class Scenariopage : MonoBehaviour
aircraft.para_unit = laserunitlists[i];
aircraft.r1 = Laserunitlist[i].text;
//aircraft.r2 = "";
//aircraft.r3 = "";
//aircraft.r3 = ""; k,
aircrafts.Add(aircraft);
}
string str = Newtonsoft.Json.JsonConvert.SerializeObject(aircrafts);
@ -1399,14 +1399,15 @@ public class Scenariopage : MonoBehaviour
{
for (int i = 0; i < DragManager.Instance.deviceimages.Count; i++)
{
//Debug.LogError(DragManager.Instance.deviceimages[i].name);
if (DragManager.Instance.deviceimages[i] != null)//如果模型没有被删除
{
DragManager.Instance.deviceimages[i].GetComponent<Modeldata>().SetPos();//初始化获取模型对应位置的值
DragManager.Instance.Addobj1(DragManager.Instance.deviceimages[i]);//就把对应的模型加到链表类里面
}
}
}
Passbyvalue();//把场景中天气插件的值传给接口
}
Passbyvalue();//把场景中天气插件的值传给接口
//Modelitem();//把模型路径和对应的位置值传给接口
if (Id.Length > 1)
{
@ -1536,10 +1537,10 @@ public class Scenariopage : MonoBehaviour
{
stringlist.Add(weaponitem.data[i].id);
}
PlayerPrefs.SetString("id0", stringlist[0]);
PlayerPrefs.SetString("id1", stringlist[1]);
PlayerPrefs.SetString("id2", stringlist[2]);
PlayerPrefs.SetString("id3", stringlist[3]);
//PlayerPrefs.SetString("id0", stringlist[0]);
//PlayerPrefs.SetString("id1", stringlist[1]);
//PlayerPrefs.SetString("id2", stringlist[2]);
//PlayerPrefs.SetString("id3", stringlist[3]);
}
}
Saveaeroplane();//保存飞机参数值
@ -1552,6 +1553,10 @@ public class Scenariopage : MonoBehaviour
{
string url = "http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=adddevicepara";
List<Aircraft> aircrafts = new List<Aircraft>();
if (uavnamelist2.Count>0)
{
uavnamelist2.Clear();
}
uavnamelist2.Add(quantity1);
uavnamelist2.Add(quantity2);
uavnamelist2.Add(quantity3);
@ -1586,6 +1591,10 @@ public class Scenariopage : MonoBehaviour
{
string url = "http://172.16.1.254:48888/Handler/Thinkingfile.ashx?action=adddevicepara";
List<Aircraft> aircrafts = new List<Aircraft>();
if (wirelesslist2.Count>0)
{
wirelesslist2.Clear();
}
wirelesslist2.Add(frequ);
wirelesslist2.Add(drive);
wirelesslist2.Add(power);

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@ -0,0 +1,41 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Seatpanl : MonoBehaviour
{
public Image seat_panl;
public Button off1_botn;
public Button verify1_botn;
public Button cancel1_botn;
void Start()
{
Interactivebtn();//这几个按钮交互页面
}
private void Interactivebtn()
{
off1_botn.onClick.AddListener(() =>
{
seat_panl.gameObject.SetActive(false);
});
verify1_botn.onClick.AddListener(() =>
{
seat_panl.gameObject.SetActive(false);
});
cancel1_botn.onClick.AddListener(() =>
{
seat_panl.gameObject.SetActive(false);
});
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,11 @@
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@ -3129,5 +3129,10 @@ PrefabInstance:
propertyPath: m_Pivot.y
value: 0.5
objectReference: {fileID: 0}
- target: {fileID: 4190038652574681782, guid: d69f70259c2b9364aaaebff19f477e6c,
type: 3}
propertyPath: m_SizeDelta.y
value: 30
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: d69f70259c2b9364aaaebff19f477e6c, type: 3}

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@ -48,7 +48,7 @@ public class DragController : MonoBehaviour, IBeginDragHandler, IEndDragHandler,
{
DragManager.Instance.AddObj(model);//把对应模型传入链表
//DragManager.Instance.Addobj1(model);//
//model.GetComponent<Modeldata>().SetPos();//重新获取该模型的位置的值
//model.GetComponent<Modeldata>().SetPos();//重新获取该模型的位置的值
DragManager.Instance.Addtext(modelname_text.text);//把对应名字存入链表
}
model = null;

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@ -3,6 +3,7 @@ using System;
using System.Collections;
using System.Collections.Generic;
using Tenkoku.Core;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

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@ -36,6 +36,7 @@ public class ToolsBootstrap : MonoBehaviour
private void Start()
{
}
/// <summary>
@ -66,6 +67,7 @@ public class ToolsBootstrap : MonoBehaviour
}
else
{
}
}
}

View File

@ -2,7 +2,7 @@
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<CscToolPath>D:\un\Unity\Editor\Data\Tools\RoslynScripts</CscToolPath>
<CscToolExe>unity_csc.bat</CscToolExe>
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@ -24,7 +24,7 @@
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<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
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<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
@ -48,599 +48,599 @@
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<ItemGroup>
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