Merge branch 'main' of http://shu.sheziwanglo.cn:3000/wulongxiao/_xiaofang
This commit is contained in:
commit
440544da21
@ -2,7 +2,6 @@ using System.Collections;
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|||||||
using System.Collections.Generic;
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using System.Collections.Generic;
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||||||
using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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using static UnityEditor.Experimental.GraphView.GraphView;
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||||||
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||||||
public class Panel3 : MonoBehaviour
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public class Panel3 : MonoBehaviour
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||||||
{
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{
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||||||
|
64
xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs
Normal file
64
xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs
Normal file
@ -0,0 +1,64 @@
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using System;
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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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||||||
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public class ReadRoom : MonoBehaviour
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{
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public static ReadRoom instance;
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public gameRoomList gameRoomListInstance; // 引用 gameRoomList 脚本实例
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public GameRoomListResponse gameRoomListResponse;
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private List<GameRoomListData> roomDataList;
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public JSONReader js;
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// Start is called before the first frame update
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void Start()
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{
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instance = this;
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gameRoomListInstance = FindObjectOfType<gameRoomList>();
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}
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//主持人直接进入房间要获取的数据
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public async void head()
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{
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var response = await gameRoomListInstance.getGameRoomList();
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if (response != null && response.Data != null)
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{
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roomDataList = response.Data;
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Debug.Log($"获取到的房间数量:{roomDataList.Count}");
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// 获取当前日期
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DateTime currentDate = DateTime.Now;
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//将当前日期格式化为 "yyyy/MM/dd" 形式
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string formattedDate = currentDate.ToString("yyyy/MM/dd");
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// 调用方法,动态生成房间元素
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foreach (var room in roomDataList)
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{
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for (int i = 0; i < room.PlayerList.Count; i++)
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{
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if ((GlobalData.ServerData.data.userId == room.PlayerList[i].UserId) && ("2024/12/20" == room.ReserveDate))
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{
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Debug.Log("可以直接进入房间");
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SceneManager.LoadScene(2);
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}
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//else
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//{
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// Debug.Log("不可以直接进入房间");
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// SceneManager.LoadScene(1);
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//}
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}
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}
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}
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else
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{
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Debug.LogError("获取房间列表失败!");
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs.meta
Normal file
11
xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs.meta
Normal file
@ -0,0 +1,11 @@
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|||||||
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fileFormatVersion: 2
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||||||
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guid: 67494b9dd890ac44fbcec6f6b28c3d60
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||||||
|
MonoImporter:
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||||||
|
externalObjects: {}
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||||||
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serializedVersion: 2
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||||||
|
defaultReferences: []
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||||||
|
executionOrder: 0
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||||||
|
icon: {instanceID: 0}
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||||||
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userData:
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||||||
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assetBundleName:
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||||||
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assetBundleVariant:
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@ -1,7 +1,9 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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//using System.Drawing;
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//using System.Drawing;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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using UnityEngine.UI;
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public class RoomManager : MonoBehaviour
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public class RoomManager : MonoBehaviour
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||||||
{
|
{
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@ -18,6 +20,7 @@ public class RoomManager : MonoBehaviour
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gameRoomListInstance = FindObjectOfType<gameRoomList>();
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gameRoomListInstance = FindObjectOfType<gameRoomList>();
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FetchRoomList();
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FetchRoomList();
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}
|
}
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|
|
||||||
// 异步获取房间数据
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// 异步获取房间数据
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private async void FetchRoomList()
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private async void FetchRoomList()
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{
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{
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@ -40,6 +43,7 @@ public class RoomManager : MonoBehaviour
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// 动态生成房间预制体,并赋值数据
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// 动态生成房间预制体,并赋值数据
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private void PopulateRoomList(List<GameRoomListData> roomDataList)
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private void PopulateRoomList(List<GameRoomListData> roomDataList)
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{
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{
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foreach (var room in roomDataList)
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foreach (var room in roomDataList)
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{
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{
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// 实例化房间预制体
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// 实例化房间预制体
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@ -75,6 +79,21 @@ public class RoomManager : MonoBehaviour
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// 添加 RoomDataHolder 脚本并存储数据
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// 添加 RoomDataHolder 脚本并存储数据
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Status dataHolder = roomItem.GetComponent<Status>();
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Status dataHolder = roomItem.GetComponent<Status>();
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dataHolder.SetRoomData(room.RoomId, room.SceneId, room.SubjectId, room.TemplateId, room.Status);
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dataHolder.SetRoomData(room.RoomId, room.SceneId, room.SubjectId, room.TemplateId, room.Status);
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// 获取当前日期
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DateTime currentDate = DateTime.Now;
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//将当前日期格式化为 "yyyy/MM/dd" 形式
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string formattedDate = currentDate.ToString("yyyy/MM/dd");
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for (int i = 0; i < room.PlayerList.Count; i++)
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|
{
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if (GlobalData.ServerData.data.userId== room.PlayerList[i].UserId)
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{
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Debug.Log("可以直接进入房间");
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//SceneManager.LoadScene(2);
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|
}
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Debug.Log("UserId=" + room.PlayerList[i].UserId);
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|
}
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// 为按钮添加点击事件,并传入房间数据
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// 为按钮添加点击事件,并传入房间数据
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roomButton.onClick.AddListener(() => OnRoomButtonClicked(room));
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roomButton.onClick.AddListener(() => OnRoomButtonClicked(room));
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}
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}
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@ -84,5 +103,10 @@ public class RoomManager : MonoBehaviour
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{
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{
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Debug.Log($"点击了房间: {room.RoomId}, 状态: {room.Status}," +
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Debug.Log($"点击了房间: {room.RoomId}, 状态: {room.Status}," +
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$"模板ID: {room.TemplateId},场景ID: {room.SceneId},科目ID: {room.SubjectId}");
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$"模板ID: {room.TemplateId},场景ID: {room.SceneId},科目ID: {room.SubjectId}");
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Debug.Log("ReserveDate=" + room.ReserveDate);
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for(int i=0;i<room.PlayerList.Count;i++)
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{
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Debug.Log("UserId=" + room.PlayerList[i].UserId);
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}
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||||||
}
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}
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}
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}
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@ -47,6 +47,10 @@ public class Starthost : MonoBehaviour
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private int currentLineIndex = 0; // 当前语音和文本索引
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private int currentLineIndex = 0; // 当前语音和文本索引
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||||||
private GameObject right;//右边图标
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private GameObject right;//右边图标
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||||||
|
private void Awake()
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||||||
|
{
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DontDestroyOnLoad(this.gameObject);
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|
}
|
||||||
void Start()
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void Start()
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||||||
{
|
{
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audioSource= GetComponent<AudioSource>();
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audioSource= GetComponent<AudioSource>();
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||||||
|
@ -1665,7 +1665,7 @@ MonoBehaviour:
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|||||||
isEnd: 0
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isEnd: 0
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isOngoing: 0
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isOngoing: 0
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isScheduled: 0
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isScheduled: 0
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isadministrator: 0
|
isadministrator: 1
|
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drill: {fileID: 0}
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drill: {fileID: 0}
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RoomId:
|
RoomId:
|
||||||
status:
|
status:
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||||||
|
@ -10385,7 +10385,7 @@ Camera:
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|||||||
near clip plane: 0.3
|
near clip plane: 0.3
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||||||
far clip plane: 1000
|
far clip plane: 1000
|
||||||
field of view: 60
|
field of view: 60
|
||||||
orthographic: 1
|
orthographic: 0
|
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orthographic size: 30
|
orthographic size: 30
|
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m_Depth: 1
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m_Depth: 1
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m_CullingMask:
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m_CullingMask:
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@ -26204,6 +26204,7 @@ MonoBehaviour:
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CameraControl: {fileID: 0}
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horizontal: 0
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horizontal: 0
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vertical: 0
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vertical: 0
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--- !u!114 &1490008726
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--- !u!114 &1490008726
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@ -27893,6 +27894,7 @@ MonoBehaviour:
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us: {fileID: 0}
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us: {fileID: 0}
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UseSkill: {fileID: 0}
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UseSkill: {fileID: 0}
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characterControl: {fileID: 0}
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characterControl: {fileID: 0}
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SphereCollider:
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SphereCollider:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -27925,6 +27927,7 @@ MonoBehaviour:
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spreadRadius: 3
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spreadRadius: 3
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windDirection: 0
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windDirection: 0
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SpreadFireNumber: 3
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SpreadFireNumber: 3
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!64 &1818617132
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MeshCollider:
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MeshCollider:
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@ -65970,6 +65973,7 @@ MonoBehaviour:
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horizontalMaxRotation: 75
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horizontalMaxRotation: 75
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verticalMinRotation: -75
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verticalMinRotation: -75
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verticalMaxRotation: 75
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verticalMaxRotation: 75
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joystickInput: {x: 0, y: 0}
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@ -743,6 +743,8 @@ GameObject:
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@ -58,12 +58,19 @@ public class Response
|
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}
|
}
|
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public class loginData
|
public class loginData
|
||||||
{
|
{
|
||||||
public string access_token;
|
public string userId;
|
||||||
|
public string scope;
|
||||||
|
public string openId;
|
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public string companyId;
|
public string companyId;
|
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public string companyName;
|
public string companyName;
|
||||||
public string client_id;
|
|
||||||
public int expire_in;//toling剩余时间
|
|
||||||
public string isCreater;//是否是模板创建者,Y是则跳蓝湖预定演练01页面开始创建模板,N否则跳蓝狐回放1页面
|
public string isCreater;//是否是模板创建者,Y是则跳蓝湖预定演练01页面开始创建模板,N否则跳蓝狐回放1页面
|
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|
public string access_token;
|
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|
public string refresh_token;
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|
public int expire_in;
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|
public string refresh_expire_in;
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|
public string client_id;
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|
//public int expire_in;//toling剩余时间
|
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|
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}
|
}
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public static class GlobalData
|
public static class GlobalData
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{
|
{
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|
@ -63,15 +63,25 @@ public class LoginPanel : Base
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|
|
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// 打印 access_token
|
// 打印 access_token
|
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Debug.Log(serverData.data.access_token);
|
Debug.Log(serverData.data.access_token);
|
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// 跳转场景
|
|
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//如果是管理员账号就跳预定演练
|
//如果是管理员账号就跳预定演练
|
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if(loginBody.userType == "company_user")
|
//if (loginBody.userType == "company_user")
|
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|
if(loginBody.username == id.text && loginBody.password == pwd.text)
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{
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SceneManager.LoadScene(1);
|
SceneManager.LoadScene(1);
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}
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if(id.text == "13051628292" && pwd.text == "ZF16c788632")
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|
{
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|
ReadRoom.instance.head();
|
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|
}
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//如果是玩家账号就跳转到加入房间界面
|
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if (loginBody.userType == "Player")
|
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SceneManager.LoadScene(2);
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|
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|
////如果是玩家账号就跳转到加入房间界面
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|
//if (loginBody.userType == "Player")
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|
// SceneManager.LoadScene(5);
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// 跳转场景
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//ReadRoom.instance.head();
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}
|
}
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|
Loading…
Reference in New Issue
Block a user