弄完了火线指令UI及逻辑(不确定版本)
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@ -1,8 +1,10 @@
|
||||
using DG.Tweening;
|
||||
using JetBrains.Annotations;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text.RegularExpressions;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
@ -59,12 +61,19 @@ public class ZZUIManager : MonoBehaviour
|
||||
public GameObject content;
|
||||
//创建的东西
|
||||
public GameObject TextPrefab;
|
||||
|
||||
//疏散情况
|
||||
//创建的任务
|
||||
public GameObject content2;
|
||||
//创建的东西
|
||||
public GameObject TextPrefab2;
|
||||
/// <summary>
|
||||
/// 提示疏散时间面板
|
||||
/// </summary>
|
||||
public GameObject TipPanel;
|
||||
/// <summary>
|
||||
/// 起火点的标题
|
||||
/// </summary>
|
||||
public GameObject TipTilte;
|
||||
|
||||
/// <summary>
|
||||
/// 三个楼梯
|
||||
@ -153,8 +162,13 @@ public class ZZUIManager : MonoBehaviour
|
||||
public Button Close1;
|
||||
public Button Close2;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 楼梯口
|
||||
/// </summary>
|
||||
[Header("文本")]
|
||||
public Text icn_stairway_text_1;
|
||||
public Text icn_stairway_text_2;
|
||||
public Text icn_stairway_text_3;
|
||||
/// <summary>
|
||||
/// 右边框框紧急任务
|
||||
/// </summary>
|
||||
@ -177,6 +191,8 @@ public class ZZUIManager : MonoBehaviour
|
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public Text Situation_Tip_2;
|
||||
public Text Situation_Tip_3;
|
||||
public Text Situation_Tip_4;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 撤离方案ABC
|
||||
/// </summary>
|
||||
@ -237,20 +253,82 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// 标题文本
|
||||
/// </summary>
|
||||
public Text TileText;
|
||||
//起火点按钮文本
|
||||
/// <summary>
|
||||
/// 起火点按钮文本
|
||||
/// </summary>
|
||||
public Text FireText;
|
||||
/// <summary>
|
||||
/// 提示疏散时间文本
|
||||
/// </summary>
|
||||
public Text TipText;
|
||||
/// <summary>
|
||||
/// 危险提示按钮文本
|
||||
/// </summary>
|
||||
public Text WartipText;
|
||||
/// <summary>
|
||||
/// 地图两个不知名的图标文本
|
||||
/// </summary>
|
||||
public Text MessageText;
|
||||
public Text MessageText2;
|
||||
/// <summary>
|
||||
/// 清点人数的时候
|
||||
/// </summary>
|
||||
public Text Area;
|
||||
public Text NPCName;
|
||||
|
||||
#region 淡入淡出效果
|
||||
//计时器
|
||||
private float timeElapsed = 0f;
|
||||
public float fadeInDuration = 1f; // 淡出时间
|
||||
public float fadeOutDuration = 1f; // 淡出持续时间
|
||||
public float displayDuration = 2f; // 2秒后自己淡出
|
||||
|
||||
private bool isFadingIn = true;
|
||||
private bool isFadingOut = false;
|
||||
// 指示文本当前是否正在淡入或淡出
|
||||
private bool isFading = false;
|
||||
// 运行中的淡入淡出协程引用
|
||||
private Coroutine fadeCoroutine;
|
||||
//淡入淡出计时器
|
||||
private float elapsedTime = 0f;
|
||||
#endregion
|
||||
|
||||
#region 图标动效
|
||||
////计数器
|
||||
//private float ContinueTime = 100000000000f;
|
||||
////记录
|
||||
//private float tempTime = 0f;
|
||||
//感叹号
|
||||
[Header("图片")]
|
||||
//提示疏散时间的背景图
|
||||
public Image TipBg;
|
||||
public Image HeadImage;
|
||||
public Image Bg;
|
||||
//右边
|
||||
public Image Bg1;
|
||||
//结束标志
|
||||
private bool isEnd;
|
||||
#endregion
|
||||
|
||||
|
||||
#region 弹出的效果(包含推开疏散情况)
|
||||
public RectTransform panelA;
|
||||
public float panelAMoveDistance;
|
||||
public float moveDuration = 0.5f; // 动画持续时间
|
||||
public RectTransform buttonRect; // 你的按钮 RectTransform
|
||||
public bool isHidden = true;
|
||||
public float showPositionX;
|
||||
public float hidePositionX;
|
||||
#endregion
|
||||
//记录
|
||||
int num = 0;
|
||||
public Image bg;
|
||||
|
||||
public float moveDuration = 0.5f; // 动画持续时间
|
||||
public RectTransform buttonRect; // 你的按钮 RectTransform
|
||||
public bool isHidden=true;
|
||||
public float showPositionX;
|
||||
public float hidePositionX;
|
||||
#region 疏散情况班级排序
|
||||
public GridLayoutGroup gridLayoutGroup;
|
||||
private List<Text> textFields = new List<Text>();
|
||||
#endregion
|
||||
|
||||
|
||||
public ZZUIManager instert;
|
||||
public void Awake()
|
||||
@ -262,9 +340,18 @@ public class ZZUIManager : MonoBehaviour
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
initialized();
|
||||
|
||||
//动画位移位置数据
|
||||
hidePositionX = 337f;
|
||||
showPositionX = 1.159973f;
|
||||
panelAMoveDistance = 382f;
|
||||
|
||||
//传呼机
|
||||
Intercom.onClick.AddListener(() =>
|
||||
{
|
||||
|
||||
});
|
||||
//右边框框弹出来
|
||||
Right_BoxButton.onClick.AddListener(() =>
|
||||
{
|
||||
@ -317,7 +404,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
});
|
||||
#endregion
|
||||
//关闭总指挥框
|
||||
if (Warn_Tip.activeSelf&&(Input.GetMouseButtonDown(0)|| Input.GetMouseButtonDown(1)|| Input.GetMouseButtonDown(2)))
|
||||
if (Warn_Tip.activeSelf && (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1) || Input.GetMouseButtonDown(2)))
|
||||
{
|
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Warn_Tip.SetActive(false);
|
||||
}
|
||||
@ -340,7 +427,8 @@ public class ZZUIManager : MonoBehaviour
|
||||
});
|
||||
|
||||
//打开队形
|
||||
Flee.onClick.AddListener(() => {
|
||||
Flee.onClick.AddListener(() =>
|
||||
{
|
||||
DiaLogBox2.SetActive(true);
|
||||
});
|
||||
|
||||
@ -348,7 +436,8 @@ public class ZZUIManager : MonoBehaviour
|
||||
Close2.onClick.AddListener(() => { Close(); });
|
||||
|
||||
//下拉列表(人物选着)
|
||||
dropdwn.onValueChanged.AddListener(delegate {
|
||||
dropdwn.onValueChanged.AddListener(delegate
|
||||
{
|
||||
DropdownValueChanged(dropdwn);
|
||||
});
|
||||
//默认开一次这样开局就能默认第一个选项一次
|
||||
@ -386,7 +475,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
//梯队队形确定
|
||||
Dialogbox2Sure.onClick.AddListener(() =>
|
||||
{
|
||||
if(num==1)
|
||||
if (num == 1)
|
||||
{
|
||||
|
||||
|
||||
@ -394,7 +483,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
num = 0;
|
||||
DiaLogBox2.SetActive(false);
|
||||
}
|
||||
if(num==2)
|
||||
if (num == 2)
|
||||
{
|
||||
|
||||
|
||||
@ -402,15 +491,36 @@ public class ZZUIManager : MonoBehaviour
|
||||
DiaLogBox2.SetActive(false);
|
||||
}
|
||||
});
|
||||
FireButton.onClick.AddListener(() => {
|
||||
FireButton.onClick.AddListener(() =>
|
||||
{
|
||||
|
||||
FireText.color = new Color(0.75f, 0.75f, 0.75f);
|
||||
});
|
||||
//疏散顺序按钮
|
||||
Warn.onClick.AddListener(() =>
|
||||
{
|
||||
WarnPanel();
|
||||
});
|
||||
|
||||
#region 数字动效
|
||||
Number(NO_Student);
|
||||
#endregion
|
||||
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
//测试面板
|
||||
//if (Input.GetKeyDown("j"))
|
||||
//{
|
||||
// string str = "aaa";
|
||||
// FixWarnPanelText(str);
|
||||
// WarnPanel();
|
||||
|
||||
//}
|
||||
//if (Input.GetKeyDown("k"))
|
||||
//{
|
||||
// FixWarnPanelText("aaaa");
|
||||
//}
|
||||
// 更新时间
|
||||
timeElapsed += Time.deltaTime;
|
||||
|
||||
@ -420,7 +530,91 @@ public class ZZUIManager : MonoBehaviour
|
||||
|
||||
// 格式化时间为 "00.00" 格式
|
||||
TimeText.text = string.Format("{0:00}.{1:00}", minutes, seconds);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Number(Text num)
|
||||
{
|
||||
StartCoroutine(Num(num));
|
||||
}
|
||||
IEnumerator Num(Text num)
|
||||
{
|
||||
while(true)
|
||||
{
|
||||
num.fontSize = 42;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
num.fontSize = 35;
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
num.fontSize = 30;
|
||||
yield return new WaitForSeconds(0.3f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 创建疏散情况内容
|
||||
/// </summary>
|
||||
/// <param name="str">文本内容</param>
|
||||
public void CreateSituation(string str)
|
||||
{
|
||||
GameObject newText = Instantiate(TextPrefab2);
|
||||
newText.transform.SetParent(content2.transform, false);
|
||||
Text text = newText.GetComponentInChildren<Text>();
|
||||
text.text = str;
|
||||
// 按照班级排序
|
||||
initialized();
|
||||
}
|
||||
#region 疏散情况按班级排序功能实现
|
||||
//数据初始化
|
||||
public void initialized()
|
||||
{
|
||||
foreach (Transform child in gridLayoutGroup.transform)
|
||||
{
|
||||
// 初始化时获取所有子文本框
|
||||
textFields.Clear();
|
||||
Text textComponent = child.GetComponent<Text>();
|
||||
if (textComponent != null)
|
||||
{
|
||||
textFields.Add(textComponent);
|
||||
}
|
||||
|
||||
// 按照班级排序
|
||||
SortByClass();
|
||||
}
|
||||
}
|
||||
|
||||
// 按照班级号排序
|
||||
public void SortByClass()
|
||||
{
|
||||
// 排序之前先解析班级数字
|
||||
textFields = textFields.OrderBy(t => ParseClassNumber(t.text)).ToList();
|
||||
|
||||
// 重新排列文本框的位置(GridLayoutGroup 会自动处理)
|
||||
for (int i = 0; i < textFields.Count; i++)
|
||||
{
|
||||
textFields[i].transform.SetSiblingIndex(i); // 更新顺序
|
||||
}
|
||||
}
|
||||
// 解析班级号,例如 "4-1班" 变为 4-1
|
||||
int ParseClassNumber(string classText)
|
||||
{
|
||||
// 使用正则表达式提取类似 "4-1" 的班级号
|
||||
Match match = Regex.Match(classText, @"(\d+)-(\d+)");
|
||||
if (match.Success)
|
||||
{
|
||||
int part1 = int.Parse(match.Groups[1].Value); // 提取第一个数字
|
||||
int part2 = int.Parse(match.Groups[2].Value); // 提取第二个数字
|
||||
return part1 * 100 + part2; // 返回合成数值,用于排序
|
||||
}
|
||||
|
||||
Debug.LogError($"无法解析班级号: {classText}");
|
||||
return 0; // 默认返回 0,表示无法解析
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
//动画部分
|
||||
public void OnClickHideButton()
|
||||
{
|
||||
@ -429,14 +623,18 @@ public class ZZUIManager : MonoBehaviour
|
||||
{
|
||||
// 恢复按钮到原位置
|
||||
buttonRect.DOAnchorPosX(showPositionX, moveDuration).SetEase(Ease.InOutCubic);
|
||||
bg.transform.Rotate(0, 0,180f);
|
||||
// 让面板B滑动到显示位置,同时面板A向左移动
|
||||
panelA.DOAnchorPosX(-panelAMoveDistance, moveDuration).SetEase(Ease.InOutCubic); // 面板A同时移动
|
||||
bg.transform.Rotate(0, 0, 180f);
|
||||
isHidden = false; // 更新状态为未隐藏
|
||||
}
|
||||
else
|
||||
{
|
||||
// 隐藏按钮
|
||||
// 让面板B滑动到隐藏位置,同时面板A恢复原位
|
||||
buttonRect.DOAnchorPosX(hidePositionX, moveDuration).SetEase(Ease.InOutCubic);
|
||||
bg.transform.Rotate(0, 0,180f);
|
||||
panelA.DOAnchorPosX(-45f, moveDuration).SetEase(Ease.InOutCubic); // 面板A恢复原位
|
||||
bg.transform.Rotate(0, 0, 180f);
|
||||
isHidden = true; // 更新状态为隐藏
|
||||
}
|
||||
}
|
||||
@ -469,7 +667,7 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// <param name="a">1-操场 2-教室 3-厨房 4-楼道</param>
|
||||
public void MapTP(int a)
|
||||
{
|
||||
switch(a)
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
|
||||
@ -523,99 +721,22 @@ public class ZZUIManager : MonoBehaviour
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改右边框框内容
|
||||
/// 打开起火点面板
|
||||
/// </summary>
|
||||
/// <param name="str">内容</param>
|
||||
/// <param name="a">从上到下</param>
|
||||
public void FixWarn(string str,int a)
|
||||
public void OpenFirePanel()
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
break;
|
||||
case 2:
|
||||
break;
|
||||
case 3:
|
||||
break;
|
||||
case 4:
|
||||
break;
|
||||
}
|
||||
TipTilte.SetActive(true);
|
||||
MapTapPanel.SetActive(true);
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改网络延迟
|
||||
/// 关闭起火点面板
|
||||
/// </summary>
|
||||
/// <param name="str">网络延迟的数字部分</param>
|
||||
public void FixDelay(string str)
|
||||
public void CloseFirePanel()
|
||||
{
|
||||
WLYC.text = "网络延迟:" + str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改疏散班级情况
|
||||
/// </summary>
|
||||
/// <param name="str">班级撤离情况</param>
|
||||
/// <param name="a">更新第几条消息从上往下</param>
|
||||
public void FixSituation(string str,int a)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
Situation_Tip_1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
Situation_Tip_2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
Situation_Tip_3.text = str;
|
||||
break;
|
||||
case 4:
|
||||
Situation_Tip_4.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改成功撤离班级的信息
|
||||
/// </summary>
|
||||
/// <param name="str">撤离班级的名字</param>
|
||||
/// <param name="a">人数</param>
|
||||
public void FixFledOk(string str,int a)
|
||||
{
|
||||
Right_MessageText.text = str;
|
||||
int currentValue = int.Parse(Student_Number.text);
|
||||
currentValue = a;
|
||||
// 更新 InputField 的文本
|
||||
Student_Number.text = currentValue.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改未撤离班级
|
||||
/// </summary>
|
||||
/// <param name="str">未撤离的班级</param>
|
||||
/// <param name="a">未撤离的人数</param>
|
||||
public void FixNo(string str,int a)
|
||||
{
|
||||
NO_Left_MessageText.text = str;
|
||||
NO_Right_MessageText.text = str;
|
||||
NO_Student.text =a.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改撤离方案的介绍
|
||||
/// </summary>
|
||||
/// <param name="str">内容</param>
|
||||
/// <param name="a">A=1,B=2,C=3选项</param>
|
||||
public void FixFled(string str,int a)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
RightText1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
RightText2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
RightText3.text = str;
|
||||
break;
|
||||
}
|
||||
TipTilte.SetActive(false);
|
||||
MapTapPanel.SetActive(false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 撤离方案选择
|
||||
/// </summary>
|
||||
@ -672,21 +793,46 @@ public class ZZUIManager : MonoBehaviour
|
||||
/// </summary>
|
||||
public void WarnPanel()
|
||||
{
|
||||
if(Command02.activeSelf)
|
||||
if (Command02.activeSelf)
|
||||
{
|
||||
Command02.SetActive(false);
|
||||
isEnd = false;
|
||||
StopCoroutine(Flicker());
|
||||
}
|
||||
else
|
||||
{
|
||||
Command02.SetActive(true);
|
||||
isEnd = true;
|
||||
StartCoroutine(Flicker());
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 动效的携程
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator Flicker()
|
||||
{
|
||||
while (isEnd)
|
||||
{
|
||||
Bg1.color = new Color(1f, 1f, 1f);
|
||||
Bg.color = new Color(1f, 0f, 0f);
|
||||
yield return new WaitForSeconds(0.6f);
|
||||
Bg.color = new Color(1f, 1f, 1f);
|
||||
Bg1.color = new Color(1f, 0f, 0f);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
}
|
||||
|
||||
}
|
||||
public void FixWarnPanelText(string str)
|
||||
{
|
||||
WartipText.text = str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 撤离方案选着
|
||||
/// </summary>
|
||||
public void DialogboxPanel()
|
||||
{
|
||||
if(DiaLogBox.activeSelf)
|
||||
if (DiaLogBox.activeSelf)
|
||||
{
|
||||
DiaLogBox.SetActive(false);
|
||||
}
|
||||
@ -717,20 +863,242 @@ public class ZZUIManager : MonoBehaviour
|
||||
{
|
||||
GameObject newText = Instantiate(TextPrefab);
|
||||
newText.transform.SetParent(content.transform, false);
|
||||
Text text=newText.GetComponentInChildren<Text>();
|
||||
text.text = str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建疏散情况内容
|
||||
/// </summary>
|
||||
/// <param name="str">文本内容</param>
|
||||
public void CreateSituation(string str)
|
||||
{
|
||||
GameObject newText = Instantiate(TextPrefab2);
|
||||
newText.transform.SetParent(content2.transform, false);
|
||||
Text text = newText.GetComponentInChildren<Text>();
|
||||
text.text = str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 弹出提示框
|
||||
/// </summary>
|
||||
public void PopTip()
|
||||
{
|
||||
TipPanel.SetActive(true);
|
||||
TipText.text = "用时" + TimeText.text + "学生疏散完毕";
|
||||
//从透明开始
|
||||
TipText.color = new Color(TipText.color.r, TipText.color.g, TipText.color.b, 0f);
|
||||
TipBg.color = new Color(TipText.color.r, TipText.color.g, TipText.color.b, 0f);
|
||||
StartCoroutine(FadeInOutRoutine());
|
||||
}
|
||||
/// <summary>
|
||||
/// 提示面板淡入淡出的携程
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator FadeInOutRoutine()
|
||||
{
|
||||
isFading = true; // 设置正在淡入淡出标志
|
||||
|
||||
// 淡入
|
||||
float elapsedTime = 0f;
|
||||
while (elapsedTime < fadeInDuration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
Color textColor = TipText.color;
|
||||
textColor.a = elapsedTime / fadeInDuration; // 根据时间计算alpha值
|
||||
TipText.color = textColor;
|
||||
TipBg.color = textColor;
|
||||
|
||||
yield return null; // 等待下一帧
|
||||
}
|
||||
|
||||
// 显示文本一段时间
|
||||
yield return new WaitForSeconds(displayDuration);
|
||||
|
||||
// 淡出
|
||||
elapsedTime = 0f;
|
||||
while (elapsedTime < fadeOutDuration)
|
||||
{
|
||||
elapsedTime += Time.deltaTime;
|
||||
Color textColor = TipText.color;
|
||||
textColor.a = 1f - (elapsedTime / fadeOutDuration); // 根据时间计算alpha值
|
||||
TipText.color = textColor;
|
||||
TipBg.color = textColor;
|
||||
yield return null; // 等待下一帧
|
||||
}
|
||||
|
||||
isFading = false; // 重置正在淡入淡出标志
|
||||
fadeCoroutine = null; // 重置协程引用
|
||||
TipPanel.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
#region 修改文本
|
||||
/// <summary>
|
||||
/// 修改楼梯口的三个文本信息
|
||||
/// </summary>
|
||||
/// <param name="a">1-第一个,2第二个,3第三个</param>
|
||||
/// <param name="str">楼梯口信息</param>
|
||||
public void FixStairway(int a, string str)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
icn_stairway_text_1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
icn_stairway_text_2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
icn_stairway_text_3.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改总指挥头像,名字,内容
|
||||
/// </summary>
|
||||
/// <param name="headImage">头像图片</param>
|
||||
/// <param name="name">名字</param>
|
||||
/// <param name="Message">内容</param>
|
||||
public void FixWarn_Tip(Image headImage, string name, string Message)
|
||||
{
|
||||
HeadImage = headImage;
|
||||
Head_Text.text = name;
|
||||
WarnTip_Text.text = Message;
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改总指挥框框 无图像,名字,内容
|
||||
/// </summary>
|
||||
/// <param name="name">名字</param>
|
||||
/// <param name="Message">内容</param>
|
||||
public void FixWarn_Tip(string name, string Message)
|
||||
{
|
||||
Head_Text.text = name;
|
||||
WarnTip_Text.text = Message;
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改地图上两个带图标的(骷髅头,电话)
|
||||
/// </summary>
|
||||
/// <param name="a">1-骷髅头,2-电话</param>
|
||||
/// <param name="Message">修改的文本内容</param>
|
||||
public void FixMessage(int a, string Message)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
MessageText.text = Message;
|
||||
break;
|
||||
case 2:
|
||||
MessageText2.text = Message;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改右边框框内容
|
||||
/// </summary>
|
||||
/// <param name="str">内容</param>
|
||||
/// <param name="a">从上到下</param>
|
||||
public void FixWarn(int a, string str)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
Tip_1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
Tip_2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
Tip_3.text = str;
|
||||
break;
|
||||
case 4:
|
||||
Tip_4.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改网络延迟
|
||||
/// </summary>
|
||||
/// <param name="str">网络延迟的数字部分</param>
|
||||
public void FixDelay(string str)
|
||||
{
|
||||
WLYC.text = "网络延迟:" + str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改疏散班级情况
|
||||
/// </summary>
|
||||
/// <param name="str">班级撤离情况</param>
|
||||
/// <param name="a">更新第几条消息从上往下</param>
|
||||
public void FixSituation(int a, string str)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
Situation_Tip_1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
Situation_Tip_2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
Situation_Tip_3.text = str;
|
||||
break;
|
||||
case 4:
|
||||
Situation_Tip_4.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改成功撤离班级的信息
|
||||
/// </summary>
|
||||
/// <param name="str">撤离班级的名字</param>
|
||||
/// <param name="a">人数</param>
|
||||
public void FixFledOk(int a, string str)
|
||||
{
|
||||
Right_MessageText.text = str;
|
||||
int currentValue = int.Parse(Student_Number.text);
|
||||
currentValue = a;
|
||||
// 更新 InputField 的文本
|
||||
Student_Number.text = currentValue.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改未撤离成功
|
||||
/// </summary>
|
||||
/// <param name="a">人数</param>
|
||||
/// <param name="str">班级</param>
|
||||
/// <param name="str2">共多少名学生</param>
|
||||
public void FixNo(int a, string str,string str2)
|
||||
{
|
||||
NO_Left_MessageText.text = str;
|
||||
NO_Right_MessageText.text = str2;
|
||||
NO_Student.text = a.ToString();
|
||||
}
|
||||
/// <summary>
|
||||
/// 修改撤离方案的介绍
|
||||
/// </summary>
|
||||
/// <param name="str">内容</param>
|
||||
/// <param name="a">A=1,B=2,C=3选项</param>
|
||||
public void FixFled(int a, string str)
|
||||
{
|
||||
switch (a)
|
||||
{
|
||||
case 1:
|
||||
RightText1.text = str;
|
||||
break;
|
||||
case 2:
|
||||
RightText2.text = str;
|
||||
break;
|
||||
case 3:
|
||||
RightText3.text = str;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清点人数时 修改管理区域
|
||||
/// </summary>
|
||||
/// <param name="str">区域名</param>
|
||||
public void FixArea(string str)
|
||||
{
|
||||
Area.text = str;
|
||||
}
|
||||
/// <summary>
|
||||
/// 清点人数时 修改NPC名
|
||||
/// </summary>
|
||||
/// <param name="str">NPC名</param>
|
||||
public void FixNPCName(string str)
|
||||
{
|
||||
NPCName.text = str;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
private void Close()
|
||||
{
|
||||
DiaLogBox2?.SetActive(false);
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit 2e42b278d4c6ac9e045925dcc6e04896a19cbfd8
|
||||
Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a
|
Loading…
Reference in New Issue
Block a user