using System.Collections; using System.Collections.Generic; using UnityEngine; using CG.Framework; using CG.UTility; using System; /******************************************************************************** *Create By CG *Function *********************************************************************************/ namespace ZXK.GYJQR { public class GameManager : MonoSingleton { [MyReadOnly]//当前程序正在进行的系统类型 public EnumCtrl.SystemType _CurSystemType = EnumCtrl.SystemType.None; //判定是否是第一次进入系统 public List _EnteredTrainSceneArray = new List(); private string _studentName; private string _studentNumber; public string _StudentName { get=>_studentName;} public string _StudentNumber { get => _studentNumber; } public DataAZBSHandler _DataAZBSHandler = null; public DataBJCJHandler _DataBJCJHandler = null; public readonly StateContext _StateContext = new StateContext(); //当前app声音 [System.NonSerialized] public float _CurAppVoice = 0.5f; //当前app鼠标灵敏度 [System.NonSerialized] public float _CurMouseFlexible = 50.0f; protected override void AwakeSelf() { base.AwakeSelf(); _DataAZBSHandler = new DataAZBSHandler(); _DataBJCJHandler = new DataBJCJHandler(); _StateContext.SetState(new LoginState(_StateContext)); } private void Update() { if (Input.GetKeyDown(KeyCode.Escape)) { UtilitiesMng.CustomQuit(); } } public void SetStudentInfo(string name, string number) { _studentName = name; _studentNumber = number; } public void ChangeType(EnumCtrl.SystemType type) { _CurSystemType = type; switch (_CurSystemType) { case EnumCtrl.SystemType.None: break; case EnumCtrl.SystemType.AZBS: break; case EnumCtrl.SystemType.BJCZ: break; case EnumCtrl.SystemType.BY: break; case EnumCtrl.SystemType.SJFJ: break; case EnumCtrl.SystemType.HJ: break; case EnumCtrl.SystemType.PT: break; } } } }