fix:风机初始化代码提交
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65
Assets/Scripts/UIManager/UIManager.cs
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65
Assets/Scripts/UIManager/UIManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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//public enum UILayer { HUD,Main,Popup}
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public class UIManager : BaseMgr<UIManager>
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{
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//这里面要维护很多数据,
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//基本上所有的覆盖全屏 UI 的对象都要覆盖,
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//涉及到 UI 外面的也会有一些全部使用 public,
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//目前他控制的应该只是某个UI的显示与否,就是Setactive,其他的逻辑不要写
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//find找不到禁用对象解决的办法就是不要把任何对象设置禁用,哪怕费点事禁用全部组件就行
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//这样除了在update里面不要写find之外,哪里都能找到这个gameobject了
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//调试归调试,但是还是要给前端调用接口,还是要分散到当事对象上面
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//比如启用工人视角这个函数就应该放在工人这个gameobject上面
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public GameObject mainCamera;
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public GameObject worker;
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public GameObject PopUpCanvas;
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public Transform ICONS;
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protected override void Awake()
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{
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base.Awake();
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}
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public void ConvertToWorkerView()
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{
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mainCamera.SetActive(false);
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worker.SetActive(true);
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for (int i = 0; i < ICONS.childCount; i++)
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{
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ICONS.GetChild(i).transform.localScale = Vector3.one * 0.5f;//工人视角下重置大小
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}
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}
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public void ConvertToFreeView()
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{
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mainCamera.SetActive(true);
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worker.SetActive(false);
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}
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public void DisplayData(string targetName)
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{
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if (PopUpCanvas.transform.Find(targetName) != null)
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{
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PopUpCanvas.transform.Find(targetName).gameObject.SetActive(true);
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}
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}
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public void HideData()
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{
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for(int i = 0; i < PopUpCanvas.transform.childCount; i++)
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{
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PopUpCanvas.transform.GetChild(i).gameObject.SetActive(false);
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}
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}
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public void CloseSluicesHeight()
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{
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PopUpCanvas.transform.Find("Sluices").gameObject.SetActive(false);
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}
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public void OpenSluicesHeight()
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{
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PopUpCanvas.transform.Find("Sluices").gameObject.SetActive(true);
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}
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}
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