获取场景内所有可以点击的物品
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@ -1,30 +1,27 @@
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/// <summary>
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/// 保存用户考试状态
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/// </summary>
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//用于记录场景中物品的信息
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[Serializable]
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public class ReconnetItemInfo
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{
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public int toolId;
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public int triggerID;
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public string toolName;
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public E_ToolOrDeviceOrMaterials toolOrDeviceOrMaterial;
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public Vector3 selfPosInToolRoom;
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}
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public class TB_UserExamStat
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{
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/// <summary>
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///当前方案ID
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/// </summary>
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public int schemeID = -1;
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/// <summary>
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/// 当前流程Id
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/// </summary>
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public int processId = -1;
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/// <summary>
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/// 当前子流程Id
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/// </summary>
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public int subProcessId = -1;
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/// <summary>
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/// 当前子流程步骤Id
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/// </summary>
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public int subProcessStepId = -1;
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/*public int schemeID = -1;//当前方案ID
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public int processId = -1;// 当前流程Id
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public int subProcessId = -1;//当前子流程Id
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public int subProcessStepId = -1;//当前子流程步骤Id*/
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/// <summary>
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/// 背包中所有的工具和材料
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@ -36,4 +33,14 @@ public class TB_UserExamStat
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/// </summary>
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public List<string> allWear = new List<string>();
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/// <summary>
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/// 场景名称
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/// </summary>
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public string sceneName = "";
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/// <summary>
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/// 当前场景内的所有可触发物品
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/// </summary>
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private List<ReconnetItemInfo> currentSceneTools = new List<ReconnetItemInfo>();
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}
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@ -79,8 +79,8 @@ public class ProcessManager : BaseManager<ProcessManager>
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{
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this.schemeID = id;
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this.mode = mode;
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//coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
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coroutine = GameManager.MonoMgr.StartCoroutine(AutoSaveStat(countDown));//自动保存用户状态信息
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coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
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//coroutine = GameManager.MonoMgr.StartCoroutine(AutoSaveStat(countDown));//自动保存用户状态信息
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d_Scheme = DataManager.Instance.GetSchemeData(id);
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ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id);
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GameManager.ToolAndmaterialMgr.Init(d_Scheme.ToolOrMaterilOrDevice);
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@ -6,6 +6,7 @@ using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using System.IO;
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using LitJson;
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using System;
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/// <summary>
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/// 断线重连管理
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@ -18,6 +19,7 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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private TB_UserExamStat UserExamStat = new TB_UserExamStat();
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private string localStatPath = "";
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private string localStatFileName = "realtimeStat.json";
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/// <summary>
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/// 初始化函数,记录时间间隔
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/// </summary>
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@ -43,10 +45,10 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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//记录步骤相关各项信息
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UserExamStat.schemeID = ProcessManager.Instance.schemeID;
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/*UserExamStat.schemeID = ProcessManager.Instance.schemeID;
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UserExamStat.processId = ProcessManager.Instance.processId;
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UserExamStat.subProcessId = ProcessManager.Instance.subProcessId;
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UserExamStat.subProcessStepId = ProcessManager.Instance.subProcessStepId;
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UserExamStat.subProcessStepId = ProcessManager.Instance.subProcessStepId;*/
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//记录装备材料信息
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UserExamStat.allToolAndMaterial.Clear();
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@ -67,6 +69,24 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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UserExamStat.allWear.Add(((ItemInfo)item.Value).toolName);
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}
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//获取当前所加载场景的名字
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UserExamStat.sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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//获取场景内所有可以出发的物品
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currentSceneTools.Clear();
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BaseToolOrDevice[] allThings = FindObjectsOfType<BaseToolOrDevice>();
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foreach (BaseToolOrDevice item in allThings)
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{
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Debug.Log(item.itemInfo.toolName);
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ReconnetItemInfo rec = new ReconnetItemInfo();
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rec.toolId = item.itemInfo.toolId;
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rec.toolName = item.itemInfo.toolName;
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rec.triggerID = item.itemInfo.triggerID;
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rec.toolOrDeviceOrMaterial = item.itemInfo.toolOrDeviceOrMaterial;
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rec.selfPosInToolRoom = item.itemInfo.selfPosInToolRoom;
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currentSceneTools.Add(rec);
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}
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//转换为JSON
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string UserJson = JsonConvert.SerializeObject(UserExamStat, Formatting.Indented);
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Debug.Log("用户当前状态" + UserJson);
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@ -86,7 +106,6 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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string user_last_stat = sr.ReadToEnd();
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sr.Close();
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UserExamStat = JsonMapper.ToObject<TB_UserExamStat>(user_last_stat);
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Debug.Log("Óû§µ±Ç°schemeID:" + UserExamStat.schemeID);
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return true;
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}
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catch (System.Exception e)
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@ -111,19 +130,18 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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{
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if (Input.GetKeyDown(KeyCode.S))//测试用,按S读取状态保存
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{
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//RealtimeStatWriter();
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RealtimeStatWriter();
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//Dictionary<string, List<ItemInfo>> tmpDic = PacksackBagMgr.Instance.GetCurrentBagData();
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//Debug.Log(12);
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Debug.Log("当前场景:" + UserExamStat.sceneName);
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}
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else if(Input.GetKeyDown(KeyCode.R))
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{
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RealtimeStatReader();
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ProcessManager.Instance.HandoverProcess(UserExamStat.processId, UserExamStat.subProcessId, UserExamStat.subProcessStepId);
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ScenesManager.Instance.LoadScene(UserExamStat.sceneName);
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/*ProcessManager.Instance.HandoverProcess(UserExamStat.processId, UserExamStat.subProcessId, UserExamStat.subProcessStepId);
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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, GameManager.ProcessMgr.d_Scheme.id, UserExamStat.subProcessId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, UserExamStat.subProcessId);
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//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);*/
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}
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}
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}
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