ISAP/Assets/Scripts/Data/GameData.cs

99 lines
2.4 KiB
C#

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;
}
}
}