using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Judgmentstate : MonoBehaviour { /// /// 环境设置按钮 /// public Button environment; /// /// 天气配置页面 /// public RectTransform weather_panl; /// /// 关闭天气配置界面按钮 /// 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 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; 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); Time.timeScale = 1; AudioListener.pause = true; }); Pause_btn.onClick.AddListener(() => { if (isp!=false) { initiate_btn.gameObject.SetActive(true); Pause_btn.gameObject.SetActive(false); Time.timeScale = 0; AudioListener.pause = false; } }); finish_btn.onClick.AddListener(() => { if (Time.timeScale!=0) { isp = true; } countdown_text.gameObject.SetActive(true); }); } void Update() { if (isp==true) { a -= Time.deltaTime; countdown_text.text=a.ToString("0"); 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 isp = false; } } } }