using System.Collections; using System.Collections.Generic; using UnityEngine; public class GameData : MonoBehaviour { public GameObject mainCanvas; public MainUI mainUI; public Animator talkMan; public Animator LieMan; public GameObject talkModel; public GameObject lieModel; public GameObject lyingModel; public GameObject sitModel; public GameObject sitModel2; public GameObject upModel; public GameObject upModel2; public GameObject[] allModel; public GameObject showBed; private void Awake() { if (DataManager.Instance.NextScene == -1) { Debug.Log("我走了"); DontDestroyOnLoad(this.gameObject); EventCenter.Instance.Init(); UIManager.Instance.Init(); NetMain.Instance.conn(); UIManager.Instance.OpenUI(UIType.UIHint); UIManager.Instance.HideHint(); talkMan.SetBool("idle1", true); LieMan.speed = 0; } } public void ShowTalkMan() { CloseAllMan(); talkModel.SetActive(true); } public void CloseAllMan() { UIManager.Instance.DestoryUI(UIType.UIClickBody); for (int i = 0; i < allModel.Length; i++) { allModel[i].SetActive(false); } showBed.SetActive(true); } public void ShowCheckMan(PeopleStyle type) { switch (type) { case PeopleStyle.lie_front://躺 CloseAllMan(); lieModel.SetActive(true); showBed.SetActive(false); break; case PeopleStyle.lie_back://趴 CloseAllMan(); lyingModel.SetActive(true); showBed.SetActive(false); break; case PeopleStyle.stand_back://站立—背面 CloseAllMan(); upModel2.SetActive(true); break; case PeopleStyle.stand_front://站立 正面 CloseAllMan(); upModel.SetActive(true); break; case PeopleStyle.sit_front://坐 正面 CloseAllMan(); sitModel.SetActive(true); break; case PeopleStyle.sit_back://坐 背面 CloseAllMan(); sitModel2.SetActive(true); break; } } }