逻辑基本串了一下还差数据没弄

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林小智丶 2024-12-12 09:18:00 +08:00
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8 changed files with 2218 additions and 1430 deletions

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View File

@ -3,6 +3,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -45,6 +46,26 @@ public class ZZUIManager : MonoBehaviour
/// 撤离方案选择 /// 撤离方案选择
/// </summary> /// </summary>
public ToggleGroup Tip123; public ToggleGroup Tip123;
/// <summary>
/// 地图上的四个点
/// </summary>
public GameObject MapTapPanel;
/// <summary>
/// 疏散提示
/// </summary>
public GameObject Command02;
//右边框框创建紧急任务
//创建的父对象
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> /// <summary>
/// 三个楼梯 /// 三个楼梯
/// </summary> /// </summary>
@ -128,7 +149,7 @@ public class ZZUIManager : MonoBehaviour
/// 右边的框 /// 右边的框
/// </summary> /// </summary>
public Button Right_BoxButton; public Button Right_BoxButton;
//两个叉叉
public Button Close1; public Button Close1;
public Button Close2; public Button Close2;
@ -241,8 +262,7 @@ public class ZZUIManager : MonoBehaviour
} }
private void Start() private void Start()
{ {
FireText.color = new Color(113, 113, 113);
Debug.Log("ąäÉŤÁË");
hidePositionX = 337f; hidePositionX = 337f;
showPositionX = 1.159973f; showPositionX = 1.159973f;
//右边框框弹出来 //右边框框弹出来
@ -352,7 +372,6 @@ public class ZZUIManager : MonoBehaviour
//撤离方案确定 //撤离方案确定
DialogboxSure.onClick.AddListener(() => DialogboxSure.onClick.AddListener(() =>
{ {
DiaLogBox.SetActive(false); DiaLogBox.SetActive(false);
}); });
//梯队选择队形 //梯队选择队形
@ -383,7 +402,10 @@ public class ZZUIManager : MonoBehaviour
DiaLogBox2.SetActive(false); DiaLogBox2.SetActive(false);
} }
}); });
FireButton.onClick.AddListener(() => {
FireText.color = new Color(0.75f, 0.75f, 0.75f);
});
} }
@ -451,22 +473,22 @@ public class ZZUIManager : MonoBehaviour
{ {
case 1: case 1:
FireText.color = new Color(255, 255, 255); FireText.color = new Color(1f, 1f, 1f);
TileText.text = "请选择无法用于疏散的楼道"; TileText.text = "请选择无法用于疏散的楼道";
break; break;
case 2: case 2:
FireText.color = new Color(255, 255, 255); FireText.color = new Color(1f, 1f, 1f);
TileText.text = "请选择无法用于疏散的楼道"; TileText.text = "请选择无法用于疏散的楼道";
break; break;
case 3: case 3:
FireText.color = new Color(255, 255, 255); FireText.color = new Color(1f, 1f, 1f);
TileText.text = "请选择无法用于疏散的楼道"; TileText.text = "请选择无法用于疏散的楼道";
break; break;
case 4: case 4:
FireText.color = new Color(255, 255, 255); FireText.color = new Color(1f, 1f, 1f);
TileText.text = "请选择无法用于疏散的楼道"; TileText.text = "请选择无法用于疏散的楼道";
break; break;
} }
@ -616,7 +638,6 @@ public class ZZUIManager : MonoBehaviour
} }
} }
} }
/// <summary> /// <summary>
/// 已经安全撤离的班级 上报总指 按钮事件 /// 已经安全撤离的班级 上报总指 按钮事件
/// </summary> /// </summary>
@ -631,7 +652,85 @@ public class ZZUIManager : MonoBehaviour
{ {
} }
/// <summary>
/// 打开关闭点火界面
/// </summary>
public void FirePanel()
{
FireText.color = new Color(0.75f, 0.75f, 0.75f);
if (MapTapPanel.activeSelf)
{
MapTapPanel.SetActive(false);
}
else
{
MapTapPanel.SetActive(true);
}
}
/// <summary>
/// 疏散提示
/// </summary>
public void WarnPanel()
{
if(Command02.activeSelf)
{
Command02.SetActive(false);
}
else
{
Command02.SetActive(true);
}
}
/// <summary>
/// 撤离方案选着
/// </summary>
public void DialogboxPanel()
{
if(DiaLogBox.activeSelf)
{
DiaLogBox.SetActive(false);
}
else
{
DiaLogBox.SetActive(true);
}
}
/// <summary>
/// 下楼梯队形选择
/// </summary>
public void DialogBoxPanel2Panel()
{
if (DiaLogBox2.activeSelf)
{
DiaLogBox2.SetActive(false);
}
else
{
DiaLogBox2.SetActive(true);
}
}
/// <summary>
/// 创建紧急通告
/// </summary>
/// <param name="str">文本内容</param>
public void CreateWarn(string str)
{
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;
}
private void Close() private void Close()
{ {
DiaLogBox2?.SetActive(false); DiaLogBox2?.SetActive(false);

@ -1 +1 @@
Subproject commit 2e42b278d4c6ac9e045925dcc6e04896a19cbfd8 Subproject commit 0385375c1818fc57f42407a6c5301a26ded3a19a