using AdamSync; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Judgmentstate : MonoBehaviour { public Button fanhui1; public Button off_btn; public Button initiate_btn;//开始按钮 public Button Pause_btn;//暂停按钮 public Button finish_btn;//结束按钮 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 Button initiate_botn;//开始推演按钮 void Start() { fanhui1.onClick.AddListener(() => { GameMain.tiao = false; SceneManager.LoadScene("SampleScene"); }); Operation();//开始暂停结束方法 } private void Operation() { initiate_btn.onClick.AddListener(() => { initiate_btn.gameObject.SetActive(false); Pause_btn.gameObject.SetActive(true); string msg = $"send2room " + "start"; _ = SyncCreateRoom.SendMessageAsync(msg); }); Pause_btn.onClick.AddListener(() => { initiate_btn.gameObject.SetActive(true); Pause_btn.gameObject.SetActive(false); string msg = $"send2room "+"stop"; _ = SyncCreateRoom.SendMessageAsync(msg); }); finish_btn.onClick.AddListener(() => { if (Time.timeScale!=0) { isp = true; } 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); }); initiate_botn.onClick.AddListener(() => { string msg = $"send2room " + "StartDeduction"; _ = SyncCreateRoom.SendMessageAsync(msg); }); } void Update() { if (isp==true) { a -= Time.deltaTime; countdown_text.text=a.ToString("0"); if (a<=0) { countdown_text.gameObject.SetActive(false); string msg = $"send2room " + "EndDeduction"; _ = SyncCreateRoom.SendMessageAsync(msg); //UnityEditor.EditorApplication.isPlaying = false; //Application.Quit();//在可执行程序中结束运行 a = 5; isp = false; } } } }