//下一轮开会投票 public void NextVote() { CheckVoteStatus(); SkillConfirmButton.SetActive(false); for (int i = 0; i < VoteStrs.Count; i++) { if (VoteStrs[i].Active == true) { TempStrs.Add(VoteStrs[i].Str); StrInfos.Remove(VoteStrs[i].TargetStr);//在待激活面板中删除对应战略 } Destroy(VoteStrs[i].TargetStr.gameObject); Destroy(VoteStrs[i].gameObject); } VoteStrs.Clear(); if (VoteSeqNum == 3) { VoteSeqNum = 0; } else { VoteSeqNum += 1; if (VoteSeqNum == 3) { VoteSeqNum += 1; } } if (VoteSeqNum < 5) { StartVote(); } else { for (int i = 0; i < TempStrs.Count; i++) { StrategyInfo NewStr = Instantiate(ActivePrefab, ActiveStrsContent); NewStr.SC = this; NewStr.Str = TempStrs[i]; NewStr.UpdateUI(); NewStr.Str.Effect(GC); ActiveStrs.Add(NewStr); } MeetingButton.interactable = false; TempStrs.Clear(); TimeLeft = 384; if (CultureTimeLeft == -1) { CultureTimeLeft = 1152; } UpdateUI(); VotePanel.gameObject.SetActive(false); } }