NewN_UAVPlane/Assets/Temp/Scripts/Judgmentstate.cs

105 lines
3.0 KiB
C#

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 " + "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);
});
}
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;
}
}
}
}