NewN_UAVPlane/Assets/Temp/Scripts/Mastermanagement.cs

98 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Mastermanagement : MonoBehaviour
{
public List<DragController> dragControllers = new List<DragController>();//蓝方设备用于存UI元素
public List<GameObject> weapongames = new List<GameObject>();//蓝方设备用于存储场景中的物体
void Awake()
{
}
void Start()
{
StartCoroutine(WaitGetAllDevice());
}
//蓝方设备
public IEnumerator WaitGetAllDevice()
{
yield return new WaitForSeconds(0.1f);
weapongames = DeviceManager.Instance.GetPlayerDecive1();
if (weapongames.Count > 0)
{
if (!weapongames[0].name.Contains("无人机"))
{
for (int i = 0; i < weapongames.Count; i++)
{
Noobj(weapongames[i]);
}
}
}
}
//红方设备
//private IEnumerator PloneGetAllDevice()
//{
// yield return new WaitForSeconds(0.1f);
// planegames = DeviceManager.Instance.GetPlayerDecive1();
//}
void Update()
{
}
//初始化场景的设备
public void Noobj(GameObject game)
{
for (int i = 0; i < dragControllers.Count; i++)
{
if (dragControllers[i].gameObject.name == game.name && dragControllers[i].gameObject.activeSelf)
{
dragControllers[i].gameObject.SetActive(false);
break;
}
}
}
//判断链表的名字是否有相等的
public void Onobj(GameObject game)
{
for (int i = 0; i < dragControllers.Count; i++)
{
if (dragControllers[i].gameObject.name == game.name && !dragControllers[i].gameObject.activeSelf)
{
dragControllers[i].gameObject.SetActive(true);
break;
}
}
}
//给列表添加游戏物体
public void OnAdd(GameObject obj)
{
if (!weapongames.Contains(obj))
{
weapongames.Add(obj);
}
}
//给游戏删除物体
public void Remove(GameObject obj)
{
if (weapongames.Contains(obj))
{
//EquipmentCommon equipmentCommon= obj.GetComponent<EquipmentCommon>();
//if (equipmentCommon)
//{
// DroneViewDisplay.Instance.DistroyUI(equipmentCommon.deviceID);
//}
weapongames.Remove(obj);
//DeviceManager.Instance.RemoveDevice(obj);
if (obj.GetComponent<UnmannedAerialVehicleManage>())
FormationManager.Instance.RemoveAppointWRJ(obj.GetComponent<UnmannedAerialVehicleManage>());
Destroy(obj);
}
}
}