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");
            OnLeaveRoom();
        });
        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 " + "StartDeduction";
            _ = 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);
        });
        off_btn.onClick.AddListener(() => {
            Application.Quit();
        });
    }

    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;
            }
        }
    }

    public void OnLeaveRoom()
    {
        string _msg = "leaveroom ";
        _ = AdamSync.SyncCreateRoom.SendMessageAsync(_msg);
    }
}