using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using ZXK.BYSS; using ZXK.Framework; using ZXK.UTility; public class SceneController : MonoBehaviour { [Header("五个仿真系统:智能、搬运、材料、循环、气动")] [SerializeField] private GameObject[] _systemPlatforms; [Header("厂房模型")] public GameObject Model1; [Header("教室模型")] public GameObject Model2_CLFJ; public GameObject Model2_XHBY; public GameObject Model2_QDCY; private void Awake() { var v = AppManagement.Instance._CurType; //特殊的三个模式, // 材料分解,循环搬运机械手,气动冲压场景用教室模型 //使用教室场景模型 if (v == EnumCtrl.Type.CLFJ) { Model1.gameObject.SetActive(false); Model2_CLFJ.gameObject.SetActive(true); Model2_XHBY.gameObject.SetActive(false); Model2_QDCY.gameObject.SetActive(false); for (int i = 0; i < _systemPlatforms.Length; i++) { _systemPlatforms[i].SetActive(false); } _systemPlatforms[2].SetActive(true); } else if (v == EnumCtrl.Type.XHBY) { Model1.gameObject.SetActive(false); Model2_CLFJ.gameObject.SetActive(false); Model2_XHBY.gameObject.SetActive(true); Model2_QDCY.gameObject.SetActive(false); for (int i = 0; i < _systemPlatforms.Length; i++) { _systemPlatforms[i].SetActive(false); } _systemPlatforms[3].SetActive(true); } else if (v == EnumCtrl.Type.QDCY) { Model1.gameObject.SetActive(false); Model2_CLFJ.gameObject.SetActive(false); Model2_XHBY.gameObject.SetActive(false); Model2_QDCY.gameObject.SetActive(true); for (int i = 0; i < _systemPlatforms.Length; i++) { _systemPlatforms[i].SetActive(false); } _systemPlatforms[4].SetActive(true); } else { Model1.gameObject.SetActive(true); Model2_CLFJ.gameObject.SetActive(false); Model2_XHBY.gameObject.SetActive(false); Model2_QDCY.gameObject.SetActive(false); } } }