//离开双指状态时恢复显示细小模型
    public void leave_special_two_finger_state()
    {
        #if UNITY_ANDROID
        //if (SceneModels.instance.get_scope_model_numbers() < PublicClass.ThresholdModelNumber)
        //    return;
        //SceneModels.instance.specialRestoreOthers();
        if (isHideMode == true)
        {
            //SceneModels.instance.SendShowMessage("淋巴");
            // SceneModels.instance.SendShowMessage("神经");
            recordState.RevocationCommand();
            vesal_log.vesal_write_log("leave special_two_finger_state obj num " + isHideMode.ToString());
            isHideMode = false;
        }

        gameObject.GetComponent <Camera>().allowMSAA = true;
        #endif
    }
Beispiel #2
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    /// <summary>
    /// 撤销上一个命令
    /// </summary>
    public void RevocationCommand()
    {
        if (CloseCommandCompent)
        {
            return;
        }
        if (indexId >= 0)
        {
            local_db.DataService("Command.db");

            CommandList popDocument = local_db.SelectOne <CommandList>((temp_command) =>
            {
                if (indexId == temp_command.id)
                {
                    DebugLog.DebugLogInfo("查询数据:" + indexId);
                    return(true);
                }
                else
                {
                    return(false);
                }
            });

            try
            {
                SceneModelState modelstaste = (SceneModelState)Vesal_DirFiles.Bytes2Object(popDocument.modelInfo);
                PlayerCommand   command     = new PlayerCommand(modelstaste);
                command.RevocationCommand();
            }
            catch
            {
                // Debug.LogError("命令记录不存在 id :"+id);
            }
            DebugLog.DebugLogInfo("删除数据:" + indexId);
            local_db.Delete(popDocument);
            local_db.Close();
            indexId--;
            this.CanOperaCommand(indexId != 0);
        }
    }