总指挥判断
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@ -31,7 +31,7 @@ public class Drill : MonoBehaviour
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noRoomText.gameObject.SetActive(false); // 初始隐藏文本
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content = transform.Find("Mid/Scroll View/Viewport/Content");
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if(GlobalData.ServerData.data.isCreater=="N")
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if(GlobalData.ServerData.data.isCreater=="Y")
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{
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username.text = $"[{GlobalData.ServerData.data.userId}](管理员)";
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}
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@ -2,6 +2,7 @@ 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.Analytics;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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@ -15,6 +16,7 @@ public class ReadRoom : MonoBehaviour
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public bool isenter=false;//主持人进入
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public bool isadministrator = false;//是否是管理员
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private bool isStartRoom = false;//主持人是否已经点击演练开始
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public bool iszongzhihui = false;
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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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@ -44,8 +46,33 @@ public class ReadRoom : MonoBehaviour
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{
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Debug.LogError(1);
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SceneManager.LoadScene("yhj");
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isadministrator=true;
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isadministrator=false;
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}else
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{
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isadministrator = true; ;
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}
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foreach(var item in response.Data)
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{
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foreach(var item1 in item.PlayerList)
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{
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if(GlobalData.ServerData.data.userId==item1.UserId)
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{
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if(item1.RoleId==8000)//Ö÷³ÖÈË
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{
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isenter=true;
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}
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else if(item1.RoleId == 8001)//×ÜÖ¸»Ó
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{
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iszongzhihui=true;
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}
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else
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{
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isenter = false;
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}
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}
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}
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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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@ -71,6 +98,7 @@ public class ReadRoom : MonoBehaviour
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//Player.CSZS.SetPlayerID(room.PlayerList[i].RoleId);
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Debug.Log("可以直接进入房间");
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SceneManager.LoadScene("Tmap 1");
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//if(GlobalData.ServerData.data.openId==)
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isenter = true;
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found = true; // 找到匹配用户 ID
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break; // 直接跳出循环
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@ -80,14 +108,14 @@ public class ReadRoom : MonoBehaviour
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else
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{
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Debug.Log("主持人点击了开始演练,但没有进入场景,要进入大厅房间");
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SceneManager.LoadScene("yhj");
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//SceneManager.LoadScene("yhj");
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break;
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}
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// 如果没有找到匹配的用户 ID,跳转到 "yhj" 场景
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if (!found)
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{
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Debug.Log("未找到匹配用户 ID,跳转到场景 'yhj'");
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SceneManager.LoadScene("yhj");
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//SceneManager.LoadScene("yhj");
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break;
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}
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// 如果找到了匹配房间,不需要再检查其他房间
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@ -96,7 +124,7 @@ public class ReadRoom : MonoBehaviour
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else
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{
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Debug.Log("状态不是 '进行中',跳转到场景 'yhj'");
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SceneManager.LoadScene("yhj");
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//SceneManager.LoadScene("yhj");
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break;
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}
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}
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@ -5,6 +5,8 @@ using UnityEngine.UI;
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using System.Threading.Tasks;
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using UnityEngine.SceneManagement;
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using Unity.VisualScripting;
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using System.Runtime.CompilerServices;
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public class Starthost : MonoBehaviour
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{
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// 定义委托事件
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@ -35,7 +37,7 @@ public class Starthost : MonoBehaviour
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private GameObject peopleposition;//人员的位置信息
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//非主持人的画面
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public bool ishost=false;
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private Button ready;
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public Button ready;
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private Image image;
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//语音内容
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@ -58,9 +60,8 @@ public class Starthost : MonoBehaviour
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audioSource= GetComponent<AudioSource>();
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// 确保对讲机图标默认隐藏
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walkieTalkieIcon.SetActive(false);
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right=transform.Find("Panel1/right").gameObject;
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ishost = ReadRoom.instance.isenter;
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right =transform.Find("Panel1/right").gameObject;
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panel = transform.Find("Panel1").gameObject;
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posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();
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start = transform.Find("Panel1/right/under/btnRenYanLianStart").GetComponent<Button>();
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@ -10001,6 +10001,52 @@ Transform:
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