diff --git a/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs b/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs index 2c517e81..88f69455 100644 --- a/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs +++ b/xiaofang/Assets/Res/gsj/scripts/ReadRoom.cs @@ -76,7 +76,7 @@ public class ReadRoom : MonoBehaviour Debug.Log("可以直接进入房间"); SceneManager.LoadScene("Tmap 1"); //if(GlobalData.ServerData.data.openId==) - isenter = true; + //isenter = true; found = true; // 找到匹配用户 ID break; // 直接跳出循环 } @@ -146,12 +146,11 @@ public class ReadRoom : MonoBehaviour } else if(item1.RoleId == 8001)//总指挥 { - iszongzhihui=true; - } - else - { + Debug.LogError(item1.RoleId + "----------------"); + iszongzhihui =true; isenter = false; } + Debug.LogError(iszongzhihui + "11111111111111111s"); } } @@ -183,7 +182,7 @@ public class ReadRoom : MonoBehaviour Debug.Log("可以直接进入房间"); SceneManager.LoadScene("Tmap 1"); //if(GlobalData.ServerData.data.openId==) - isenter = true; + //.isenter = true; found = true; // 找到匹配用户 ID break; // 直接跳出循环 } diff --git a/xiaofang/Assets/Res/gsj/test111.cs b/xiaofang/Assets/Res/gsj/test111.cs index dcbce849..8081c1b7 100644 --- a/xiaofang/Assets/Res/gsj/test111.cs +++ b/xiaofang/Assets/Res/gsj/test111.cs @@ -21,9 +21,19 @@ public class test111 : MonoBehaviour { if(ReadRoom.instance.isenter) { + Debug.Log(ReadRoom.instance.isenter); canvas1.gameObject.SetActive(false); canvas2.gameObject.SetActive(true); camera1.gameObject.SetActive(true); } + else + { + if (!ReadRoom.instance.iszongzhihui) + { + canvas1.gameObject.SetActive(true); + } + canvas2.gameObject.SetActive(false); + camera1.gameObject.SetActive(false); + } } } diff --git a/xiaofang/Assets/Scenes/Tmap 1.unity b/xiaofang/Assets/Scenes/Tmap 1.unity index 1203801f..6e2c8c3b 100644 --- a/xiaofang/Assets/Scenes/Tmap 1.unity +++ b/xiaofang/Assets/Scenes/Tmap 1.unity @@ -24928,52 +24928,6 @@ Transform: m_CorrespondingSourceObject: {fileID: 445738, guid: 2cb969dab2ae1814c9733bfd8ef52471, type: 3} m_PrefabInstance: {fileID: 1443418820} m_PrefabAsset: {fileID: 0} ---- !u!1 &1444568016 -GameObject: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - serializedVersion: 6 - m_Component: - - component: {fileID: 1444568018} - - component: {fileID: 1444568017} - m_Layer: 0 - m_Name: BurstCollisionWorld - m_TagString: Untagged - m_Icon: {fileID: 0} - m_NavMeshLayer: 0 - m_StaticEditorFlags: 0 - m_IsActive: 1 ---- !u!114 &1444568017 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1444568016} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: f1a161c4294214a4fbcb7e9e94800494, type: 3} - m_Name: - m_EditorClassIdentifier: - cellSpans: - m_AlignBytes: 16 ---- !u!4 &1444568018 -Transform: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 1444568016} - m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: 0, z: 0} - m_LocalScale: {x: 1, y: 1, z: 1} - m_ConstrainProportionsScale: 0 - m_Children: [] - m_Father: {fileID: 0} - m_RootOrder: 43 - m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!64 &1446752104 MeshCollider: m_ObjectHideFlags: 0 @@ -34114,6 +34068,10 @@ PrefabInstance: propertyPath: jsonReader value: objectReference: {fileID: 1039624186} + - target: {fileID: 1516369156415528768, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3} + propertyPath: m_Color.a + value: 0 + objectReference: {fileID: 0} - target: {fileID: 1986279549173157411, guid: 807d6c3842cc1714caf2b4497e4daed7, type: 3} propertyPath: m_Pivot.x value: 0.5 diff --git a/xiaofang/Assets/Script/Character/GodCamera.cs b/xiaofang/Assets/Script/Character/GodCamera.cs index 8b181d75..5e2e489d 100644 --- a/xiaofang/Assets/Script/Character/GodCamera.cs +++ b/xiaofang/Assets/Script/Character/GodCamera.cs @@ -60,7 +60,7 @@ public class GodCamera : MonoBehaviour var y = Input.GetAxis("Mouse Y");//竖直的偏移量 if (x != 0 || y != 0) { - Vector3 target = this.transform.position + new Vector3(x, 0, y) * speed; + Vector3 target = this.transform.position + new Vector3(-y, 0, x) * speed; if (target.x > maxPosX || target.x < minPosX || target.z > maxPosZ || target.z < minPosZ) { // 如果超出范围,则不更新位置