105 lines
3.0 KiB
C#
105 lines
3.0 KiB
C#
using AdamSync;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class Judgmentstate : MonoBehaviour
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{
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public Button fanhui1;
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public Button off_btn;
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public Button initiate_btn;//开始按钮
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public Button Pause_btn;//暂停按钮
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public Button finish_btn;//结束按钮
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public Text countdown_text;//倒计时文本
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public bool isp=false;//判断游戏结束
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public float a=5;
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public Competitioncontentpanl competitioncontentpanl;
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public Button content_bton;//训练内容按钮
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public Seatpanl seatpanl;//席位内容页面
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public Button message_btn;//席位训练按钮
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public Modellinkedlistpanl modellinkedlistpanl;//模型页面列表
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public Button model2_btn;//模型列表按钮
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public Button initiate_botn;//开始推演按钮
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void Start()
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{
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fanhui1.onClick.AddListener(() =>
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{
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GameMain.tiao = false;
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SceneManager.LoadScene("SampleScene");
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});
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Operation();//开始暂停结束方法
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}
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private void Operation()
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{
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initiate_btn.onClick.AddListener(() =>
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{
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initiate_btn.gameObject.SetActive(false);
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Pause_btn.gameObject.SetActive(true);
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string msg = $"send2room " + "start";
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_ = SyncCreateRoom.SendMessageAsync(msg);
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});
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Pause_btn.onClick.AddListener(() =>
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{
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initiate_btn.gameObject.SetActive(true);
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Pause_btn.gameObject.SetActive(false);
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string msg = $"send2room "+"stop";
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_ = SyncCreateRoom.SendMessageAsync(msg);
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});
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finish_btn.onClick.AddListener(() =>
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{
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if (Time.timeScale!=0)
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{
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isp = true;
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}
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countdown_text.gameObject.SetActive(true);
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});
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content_bton.onClick.AddListener(() =>
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{
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competitioncontentpanl.gameObject.SetActive(true);
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});
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message_btn.onClick.AddListener(() =>
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{
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seatpanl.gameObject.SetActive(true);
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});
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model2_btn.onClick.AddListener(() =>
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{
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modellinkedlistpanl.gameObject.SetActive(true);
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});
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initiate_botn.onClick.AddListener(() =>
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{
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string msg = $"send2room " + "Start deduction";
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_ = SyncCreateRoom.SendMessageAsync(msg);
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});
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}
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void Update()
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{
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if (isp==true)
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{
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a -= Time.deltaTime;
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countdown_text.text=a.ToString("0");
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if (a<=0)
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{
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countdown_text.gameObject.SetActive(false);
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string msg = $"send2room " + "end";
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_ = SyncCreateRoom.SendMessageAsync(msg);
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//UnityEditor.EditorApplication.isPlaying = false;
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//Application.Quit();//在可执行程序中结束运行
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a = 5;
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isp = false;
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}
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}
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}
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}
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