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5 changed files with 2020 additions and 65 deletions

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@ -31,7 +31,7 @@ public class Drill : MonoBehaviour
noRoomText.gameObject.SetActive(false); // 初始隐藏文本 noRoomText.gameObject.SetActive(false); // 初始隐藏文本
content = transform.Find("Mid/Scroll View/Viewport/Content"); content = transform.Find("Mid/Scroll View/Viewport/Content");
if(GlobalData.ServerData.data.isCreater=="N") if(GlobalData.ServerData.data.isCreater=="Y")
{ {
username.text = $"[{GlobalData.ServerData.data.userId}](管理员)"; username.text = $"[{GlobalData.ServerData.data.userId}](管理员)";
} }

View File

@ -2,6 +2,7 @@ using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Analytics;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using UnityEngine.UI; using UnityEngine.UI;
@ -15,6 +16,7 @@ public class ReadRoom : MonoBehaviour
public bool isenter=false;//主持人进入 public bool isenter=false;//主持人进入
public bool isadministrator = false;//是否是管理员 public bool isadministrator = false;//是否是管理员
private bool isStartRoom = false;//主持人是否已经点击演练开始 private bool isStartRoom = false;//主持人是否已经点击演练开始
public bool iszongzhihui = false;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
@ -44,8 +46,33 @@ public class ReadRoom : MonoBehaviour
{ {
Debug.LogError(1); Debug.LogError(1);
SceneManager.LoadScene("yhj"); SceneManager.LoadScene("yhj");
isadministrator=true; isadministrator=false;
}else
{
isadministrator = true; ;
} }
foreach(var item in response.Data)
{
foreach(var item1 in item.PlayerList)
{
if(GlobalData.ServerData.data.userId==item1.UserId)
{
if(item1.RoleId==8000)//Ö÷³ÖÈË
{
isenter=true;
}
else if(item1.RoleId == 8001)//×ÜÖ¸»Ó
{
iszongzhihui=true;
}
else
{
isenter = false;
}
}
}
}
roomDataList = response.Data; roomDataList = response.Data;
Debug.Log($"获取到的房间数量:{roomDataList.Count}"); Debug.Log($"获取到的房间数量:{roomDataList.Count}");
// 获取当前日期 // 获取当前日期
@ -71,6 +98,7 @@ public class ReadRoom : MonoBehaviour
//Player.CSZS.SetPlayerID(room.PlayerList[i].RoleId); //Player.CSZS.SetPlayerID(room.PlayerList[i].RoleId);
Debug.Log("可以直接进入房间"); Debug.Log("可以直接进入房间");
SceneManager.LoadScene("Tmap 1"); SceneManager.LoadScene("Tmap 1");
//if(GlobalData.ServerData.data.openId==)
isenter = true; isenter = true;
found = true; // 找到匹配用户 ID found = true; // 找到匹配用户 ID
break; // 直接跳出循环 break; // 直接跳出循环
@ -80,14 +108,14 @@ public class ReadRoom : MonoBehaviour
else else
{ {
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"); 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");
SceneManager.LoadScene("yhj"); //SceneManager.LoadScene("yhj");
break; break;
} }
// 如果没有找到匹配的用户 ID跳转到 "yhj" 场景 // 如果没有找到匹配的用户 ID跳转到 "yhj" 场景
if (!found) if (!found)
{ {
Debug.Log("未找到匹配用户 ID跳转到场景 'yhj'"); Debug.Log("未找到匹配用户 ID跳转到场景 'yhj'");
SceneManager.LoadScene("yhj"); //SceneManager.LoadScene("yhj");
break; break;
} }
// 如果找到了匹配房间,不需要再检查其他房间 // 如果找到了匹配房间,不需要再检查其他房间
@ -96,7 +124,7 @@ public class ReadRoom : MonoBehaviour
else else
{ {
Debug.Log("状态不是 '进行中',跳转到场景 'yhj'"); Debug.Log("状态不是 '进行中',跳转到场景 'yhj'");
SceneManager.LoadScene("yhj"); //SceneManager.LoadScene("yhj");
break; break;
} }
} }

View File

@ -5,6 +5,8 @@ using UnityEngine.UI;
using System.Threading.Tasks; using System.Threading.Tasks;
using UnityEngine.SceneManagement; using UnityEngine.SceneManagement;
using Unity.VisualScripting; using Unity.VisualScripting;
using System.Runtime.CompilerServices;
public class Starthost : MonoBehaviour public class Starthost : MonoBehaviour
{ {
// 定义委托事件 // 定义委托事件
@ -35,7 +37,7 @@ public class Starthost : MonoBehaviour
private GameObject peopleposition;//人员的位置信息 private GameObject peopleposition;//人员的位置信息
//非主持人的画面 //非主持人的画面
public bool ishost=false; public bool ishost=false;
private Button ready; public Button ready;
private Image image; private Image image;
//语音内容 //语音内容
@ -58,8 +60,7 @@ public class Starthost : MonoBehaviour
audioSource= GetComponent<AudioSource>(); audioSource= GetComponent<AudioSource>();
// 确保对讲机图标默认隐藏 // 确保对讲机图标默认隐藏
walkieTalkieIcon.SetActive(false); walkieTalkieIcon.SetActive(false);
ishost = ReadRoom.instance.isenter;
right =transform.Find("Panel1/right").gameObject; right =transform.Find("Panel1/right").gameObject;
panel = transform.Find("Panel1").gameObject; panel = transform.Find("Panel1").gameObject;
posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>(); posiBtn = transform.Find("Panel1/right/under/btnRenYuanDaoWei").GetComponent<Button>();

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