From 75cde28528404f73bdeb004605160c7cf832990c Mon Sep 17 00:00:00 2001 From: liuyu <272912176@qq.com> Date: Wed, 31 Jul 2024 12:04:22 +0800 Subject: [PATCH] =?UTF-8?q?=E4=BF=AE=E6=94=B9=E7=BC=96=E7=A0=81=E6=A0=BC?= =?UTF-8?q?=E5=BC=8F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../DataClass/ProcessData/D_Process.cs | 36 ++++++------ .../Project/DataClass/ProcessData/D_Scheme.cs | 26 ++++----- .../DataClass/ProcessData/D_SubProcess.cs | 44 +++++++------- .../DataClass/ProcessData/D_SubProcessStep.cs | 10 ++-- Assets/Scripts/Project/DataClass/UserData.cs | 2 +- Assets/Scripts/Project/Enum/Enums.cs | 42 +++++++------- Assets/Scripts/Project/Manager/DataManager.cs | 28 ++++----- Assets/Scripts/Project/Manager/GameManager.cs | 58 +++++++++---------- Assets/Scripts/Project/Manager/NetManager.cs | 8 +-- .../Scripts/Project/Manager/ProcessManager.cs | 30 +++++----- .../Scripts/Project/Manager/ReportManager.cs | 2 +- .../Project/Manager/StudyOrPracticeMgr.cs | 8 +-- .../Scripts/Project/Objects/Tools/BaseTool.cs | 4 +- .../Tools/Tool_InsulatedScrewdriver.cs | 2 +- Assets/Scripts/Project/StartApp.cs | 6 +- .../Project/UI/UI_Panel/UI_LoadingPanel.cs | 12 ++-- 16 files changed, 159 insertions(+), 159 deletions(-) diff --git a/Assets/Scripts/Project/DataClass/ProcessData/D_Process.cs b/Assets/Scripts/Project/DataClass/ProcessData/D_Process.cs index 055b896..ccd9a02 100644 --- a/Assets/Scripts/Project/DataClass/ProcessData/D_Process.cs +++ b/Assets/Scripts/Project/DataClass/ProcessData/D_Process.cs @@ -4,23 +4,23 @@ using System.Diagnostics; using UnityEngine; /// -/// +/// 流程类 /// public class D_Process : I_Enter, I_Exit { - #region + #region 变量 /// - /// Id + /// 自身Id /// public int id; /// - /// Id + /// 流程Id /// public int schemeId; /// - /// + /// 流程名称 /// public string processName; @@ -28,17 +28,17 @@ public class D_Process : I_Enter, I_Exit /// - /// ̵ + /// 存放流程的子流程 /// public List< D_SubProcess> subProcesses = new List(); /// - /// ǰ + /// 当前子流程 /// private D_SubProcess currentSubProcess; /// - /// ǰ + /// 当前子流程 /// public D_SubProcess CurrentSubProcess { @@ -51,12 +51,12 @@ public class D_Process : I_Enter, I_Exit } /// - /// ǰId + /// 当前子流程Id /// private int currentSubProcessId; /// - /// ǰId + /// 当前子流程Id /// public int CurrentSubProcessId { @@ -69,7 +69,7 @@ public class D_Process : I_Enter, I_Exit } /// - /// ʼ + /// 初始化 /// public void Init() { @@ -80,7 +80,7 @@ public class D_Process : I_Enter, I_Exit } /// - /// л + /// 切换子流程 /// public void HandoverSubProcess(int subProcessId,int subProcessStepId) { @@ -88,12 +88,12 @@ public class D_Process : I_Enter, I_Exit CurrentSubProcess.Exit(); CurrentSubProcess = GetSubProcess(subProcessId); CurrentSubProcess.Enter(); - UnityEngine.Debug.Log("л̵:" + subProcessId); + UnityEngine.Debug.Log("切换子流程到:" + subProcessId); CurrentSubProcess.HandoverSubProcessStep(subProcessStepId); } /// - /// idȡ ̶ + /// 根据id获取 子流程对象 /// /// /// @@ -110,18 +110,18 @@ public class D_Process : I_Enter, I_Exit } /// - /// + /// 进入流程 /// public void Enter() { - UnityEngine.Debug.Log("뵱ǰ:" + id + "_" + processName); + UnityEngine.Debug.Log("进入当前流程:" + id + "_" + processName); } /// - /// ˳ + /// 退出流程 /// public void Exit() { - UnityEngine.Debug.Log("˳ǰ:" + id +"_" + processName); + UnityEngine.Debug.Log("退出当前流程:" + id +"_" + processName); } } diff --git a/Assets/Scripts/Project/DataClass/ProcessData/D_Scheme.cs b/Assets/Scripts/Project/DataClass/ProcessData/D_Scheme.cs index 76f47cf..97451c0 100644 --- a/Assets/Scripts/Project/DataClass/ProcessData/D_Scheme.cs +++ b/Assets/Scripts/Project/DataClass/ProcessData/D_Scheme.cs @@ -3,35 +3,35 @@ using System.Collections.Generic; using System.Diagnostics; using UnityEngine; /// -/// /豸/ϵͳ +/// 方案/设备/系统 /// public class D_Scheme { - #region + #region 变量 /// - /// Id + /// 自身Id /// public int id; /// - /// + /// 方案名称 /// public string schemeName; #endregion /// - /// + /// 存放所有流程 /// public List processes =new List(); /// - /// ǰ + /// 当前流程 /// private D_Process currentProcess; /// - /// ǰ + /// 当前流程 /// public D_Process CurrentProcess { @@ -44,12 +44,12 @@ public class D_Scheme } /// - /// ǰid + /// 当前流程id /// private int currentProcessId; /// - /// ǰid + /// 当前流程id /// public int CurrentProcessId { @@ -62,7 +62,7 @@ public class D_Scheme } /// - /// ʼ + /// 初始化 /// public void Init() { @@ -73,7 +73,7 @@ public class D_Scheme } /// - /// л + /// 切换流程 /// public void HandoverProcess(int processId, int subProcessId, int subProcessStepId) { @@ -81,13 +81,13 @@ public class D_Scheme CurrentProcess.Exit(); CurrentProcess = GetProcess(processId); CurrentProcess.Enter(); - UnityEngine.Debug.Log("л̵:" + processId); + UnityEngine.Debug.Log("切换流程到:" + processId); CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId); } /// - /// idȡ ̶ + /// 根据id获取 流程对象 /// /// /// diff --git a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcess.cs b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcess.cs index 502678d..6474975 100644 --- a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcess.cs +++ b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcess.cs @@ -3,60 +3,60 @@ using System.Collections.Generic; using System.Diagnostics; using UnityEngine; /// -/// +/// 子流程 /// public class D_SubProcess : I_Enter, I_Exit { - #region + #region 变量 /// - /// Id + /// 自身Id /// public int id; /// - /// Id + /// 方案Id /// public int schemeId; /// - /// id + /// 流程id /// public int processId; /// - /// + /// 子流程描述 /// public string subProcessName; /// - /// Ƿǰ + /// 是否有前置条件 /// public bool isPrecondition; /// - /// ǰ + /// 前置条件 /// public string precondition; /// - /// ʾ + /// 提示 /// public string tips; #endregion /// - /// ̵̲ + /// 存放流程的子流程步骤 /// public List subProcessStepes = new List(); /// - /// ǰ̲ + /// 当前子流程步骤 /// private D_SubProcessStep currentSubProcessStep; /// - /// ǰ̲ + /// 当前子流程步骤 /// public D_SubProcessStep CurrentSubProcessStep { @@ -69,12 +69,12 @@ public class D_SubProcess : I_Enter, I_Exit } /// - /// ǰ̲Id + /// 当前子流程步骤Id /// private int currentSubProcessStepId; /// - /// ǰ̲Id + /// 当前子流程步骤Id /// public int CurrentSubProcessStepId { @@ -87,7 +87,7 @@ public class D_SubProcess : I_Enter, I_Exit } /// - /// ʼ + /// 初始化 /// public void Init() { @@ -99,7 +99,7 @@ public class D_SubProcess : I_Enter, I_Exit } /// - /// л̲ + /// 切换子流程步骤 /// public void HandoverSubProcessStep(int stepId) { @@ -107,11 +107,11 @@ public class D_SubProcess : I_Enter, I_Exit CurrentSubProcessStep.Exit(); CurrentSubProcessStep = GetSubProcessStep(stepId); CurrentSubProcessStep.Enter(); - UnityEngine.Debug.Log("л̲赽:" + stepId); + UnityEngine.Debug.Log("切换子流程步骤到:" + stepId); } /// - /// idȡ ̶ + /// 根据id获取 流程对象 /// /// /// @@ -128,18 +128,18 @@ public class D_SubProcess : I_Enter, I_Exit } /// - /// ˳ + /// 退出子流程 /// public void Exit() { - UnityEngine.Debug.Log("˳ǰ:" + id + "_" + subProcessName); + UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName); } /// - /// + /// 进入子流程 /// public void Enter() { - UnityEngine.Debug.Log("뵱ǰ:" + id + "_" + subProcessName); + UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName); } } diff --git a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs index cc8bdc2..cc90df2 100644 --- a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs +++ b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs @@ -2,7 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; /// -/// ̲ +/// 子流程步骤 /// public class D_SubProcessStep : I_Enter, I_Exit { @@ -15,17 +15,17 @@ public class D_SubProcessStep : I_Enter, I_Exit public string precondition; public float score; /// - /// + /// 进入 /// public void Enter() { - UnityEngine.Debug.Log("뵱ǰ̲:" + id + "_" + subProcessStepName); + UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName); } /// - /// ˳ + /// 退出 /// public void Exit() { - UnityEngine.Debug.Log("˳ǰ̲:" + id + "_" + subProcessStepName); + UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName); } } diff --git a/Assets/Scripts/Project/DataClass/UserData.cs b/Assets/Scripts/Project/DataClass/UserData.cs index c3c633d..0d06960 100644 --- a/Assets/Scripts/Project/DataClass/UserData.cs +++ b/Assets/Scripts/Project/DataClass/UserData.cs @@ -3,7 +3,7 @@ using System.Collections.Generic; using UnityEngine; /// -/// û +/// 用户数据 /// public class UserData { diff --git a/Assets/Scripts/Project/Enum/Enums.cs b/Assets/Scripts/Project/Enum/Enums.cs index f709b5a..df4967e 100644 --- a/Assets/Scripts/Project/Enum/Enums.cs +++ b/Assets/Scripts/Project/Enum/Enums.cs @@ -1,91 +1,91 @@ /// -/// ̷/׶ +/// 流程分类/阶段 /// public enum E_ProcessType { /// - /// 鿴 + /// 查看任务单 /// ViewTickets, /// - /// Ʊ + /// 办理工作票 /// ApplyWorkTicket, /// - /// дװ𹤵 + /// 填写装拆工单 /// FillInAssemblyAndDisassemblyWorkSheet, /// - /// ȷװ + /// 正确着装 /// ProperlyDress, /// - /// ѡ + /// 选择工器具 /// SelectTools, /// - /// ϿԴ + /// 断开电源并验电 /// DeenergizationVerificationOfLivePart, /// - /// ˶Ժͳ¼豸Ϣ + /// 核对和抄录计量设备信息 /// CheckAndTranscribeMeteringEquipmentInformation, /// - /// װܱ + /// 安装电能表 /// InstallAnEnergyMeter, /// - /// ֳͨ + /// 现场通电检查 /// OnSitePowerOnAndInspection, /// - /// ʵʩӡ + /// 实施封印 /// CarryOutSeal, /// - /// д֪ + /// 填写告知单 /// FillInTheNotificationForm, /// - /// ֳ + /// 清理现场 /// SiteClearing, } /// -/// ģʽ +/// 模式 /// public enum E_ModeType { /// - /// + /// 空 /// None = 0, /// - /// ѧϰ + /// 学习 /// Study = 1, /// - /// ϰ + /// 练习 /// Practice = 2, /// - /// + /// 考试 /// Exam, } @@ -93,17 +93,17 @@ public enum E_ModeType public enum E_ToolOrMaterial { /// - /// + /// 空 /// None = 0, /// - /// + /// 工具 /// Tool, /// - /// + /// 材质 /// Material, } \ No newline at end of file diff --git a/Assets/Scripts/Project/Manager/DataManager.cs b/Assets/Scripts/Project/Manager/DataManager.cs index a9da9b6..386f174 100644 --- a/Assets/Scripts/Project/Manager/DataManager.cs +++ b/Assets/Scripts/Project/Manager/DataManager.cs @@ -3,38 +3,38 @@ using System.Collections.Generic; using System.Diagnostics; using UnityEngine; /// -/// ݹ +/// 数据管理类 /// public class DataManager : BaseManager { private DataManager() { } /// - /// + /// 方案 /// private Dictionary schemeDic = new Dictionary(); /// - /// + /// 流程 /// private Dictionary processDic = new Dictionary(); /// - /// + /// 子流程 /// private Dictionary subProcessDic = new Dictionary(); /// - /// ̲ + /// 子流程步骤 /// private Dictionary subProcessStepDic = new Dictionary(); /// - /// û + /// 用户数据 /// public UserData userData; /// - /// ʼ + /// 初始化 /// public void Init() { @@ -45,14 +45,14 @@ public class DataManager : BaseManager } /// - /// ȡD_Scheme + /// 获取D_Scheme /// /// /// public D_Scheme GetSchemeData(int id) { D_Scheme d_Scheme = new D_Scheme(); - //ȡ + //获取方案数据 if (schemeDic.ContainsKey(id)) { d_Scheme.id = schemeDic[id].id; @@ -63,14 +63,14 @@ public class DataManager : BaseManager } /// - /// ݷId ȡб + /// 根据方案Id 获取流程列表 /// /// /// private List GetD_Processes(int schemeId) { List d_Processes = new List(); - //ȡ + //获取方案流程数据 foreach (var item in processDic.Values) { if (item.schemeId == schemeId) @@ -87,7 +87,7 @@ public class DataManager : BaseManager } /// - /// ݷId,Id ,ȡб + /// 根据方案Id,流程Id ,获取子流程列表 /// /// /// @@ -115,7 +115,7 @@ public class DataManager : BaseManager } /// - /// ݷId,Id,Id ȡ̲б + /// 根据方案Id,流程Id,子流程Id 获取子流程步骤列表 /// /// /// @@ -144,7 +144,7 @@ public class DataManager : BaseManager } /// - /// ȡ + /// 获取报告 /// /// public R_Scheme GetSchemeReport(int id) diff --git a/Assets/Scripts/Project/Manager/GameManager.cs b/Assets/Scripts/Project/Manager/GameManager.cs index 9ee299c..1544e5f 100644 --- a/Assets/Scripts/Project/Manager/GameManager.cs +++ b/Assets/Scripts/Project/Manager/GameManager.cs @@ -1,81 +1,81 @@ using System.Runtime.InteropServices.ComTypes; using UnityEngine; /// -/// ͳһõ +/// 统一引用单例类 /// public class GameManager : SingletonAutoMono { - #region ײ + #region 底层框架内容 /// - /// Ui + /// Ui管理类 /// public static UIManager UIMgr { get; private set; } /// - /// ¼ + /// 事件中心 /// public static EventCenter EventMgr { get; private set; } /// - /// mono + /// 公共mono /// public static MonoMgr MonoMgr { get; private set; } /// - /// ƹ + /// 二进制管理类 /// public static BinaryManager BinaryMgr { get; private set; } /// - /// json + /// json管理类 /// public static JsonManager JsonMgr { get; private set; } /// - /// ع + /// 场景加载管理类 /// public static ScenesManager ScenesMgr { get; private set; } /// - /// Դ + /// 资源加载类 /// public static ResourcesManager ResourcesMgr { get; private set; } /// - /// Ч + /// 音乐音效管理类 /// public static MusicManager MusicMgr { get; private set; } #endregion - #region Ŀ + #region 项目管理类 /// - /// ݹ + /// 数据管理类 /// public static DataManager DataMgr { get; private set; } /// - /// ӿڹ + /// 网络接口管理类 /// public static NetManager NetMgr { get; private set; } /// - /// ʵѵ̹ + /// 实训流程管理类 /// public static ProcessManager ProcessMgr { get; private set; } /// - /// + /// 报告管理类 /// public static ReportManager ReportMgr { get; private set; } /// - /// ʵѵ + /// 实训操作管理类 /// public static HandsOnTrainingMgr HandsOnTrainingMgr { get; private set; } #endregion /// - /// ʼ + /// 初始化 /// public void Init() { @@ -97,19 +97,19 @@ public class GameManager : SingletonAutoMono UIMgr.ShowPanel(E_UI_Layer.System, (panel) => { - print("ʾҳ"); + print("显示加载页面"); panel.Init(); EventMgr.EventTrigger(Enum_EventType.UpdateProgress, 0.1f); - //رļ - //ʼû ģʽ tokenȱҪ - //ȡɹ ȡģʽ ģʽʾʼҳ + //加载本地文件数据 + //初始化用户数据 模式 token等必要数据 + //读取成功 获取模式 根据模式显示初始化页面 NetMgr.GetConfig((isSuccess) => { if (isSuccess) { DataMgr.Init(); - //ȡɹ ȡģʽ ģʽʾʼҳ - //ǷΪģʽ ȫԱ + //读取成功 获取模式 根据模式显示初始化页面 + //是否为考试模式 安全员 if (!true) { @@ -117,17 +117,17 @@ public class GameManager : SingletonAutoMono else { EventMgr.EventTrigger(Enum_EventType.UpdateProgress, 0.2f); - //ʾUI˵б + //显示UI菜单列表 UIMgr.ShowPanel(E_UI_Layer.Mid, panel => { EventMgr.EventTrigger(Enum_EventType.UpdateProgress, 0.2f); panel.Init(); }); - //س /ʾUI + //加载场景 /显示UI ScenesMgr.LoadSceneAsyn("02_MenuScene", () => { - //޸ıļ + //修改本地文件 NetMgr.SaveInfo("1"); EventMgr.EventTrigger(Enum_EventType.UpdateProgress, 0.5f); }); @@ -135,7 +135,7 @@ public class GameManager : SingletonAutoMono } else { - //ȡʧ ʾϢ˳Ӧ + //读取失败 提示信息并退出应用 } }); }); @@ -143,9 +143,9 @@ public class GameManager : SingletonAutoMono public void End() { - //޸ıļ + //修改本地文件 NetMgr.SaveInfo("0"); - //˳Ӧ + //退出应用 Application.Quit(); } diff --git a/Assets/Scripts/Project/Manager/NetManager.cs b/Assets/Scripts/Project/Manager/NetManager.cs index 5d5f014..e207ad9 100644 --- a/Assets/Scripts/Project/Manager/NetManager.cs +++ b/Assets/Scripts/Project/Manager/NetManager.cs @@ -7,14 +7,14 @@ public class NetManager : BaseManager private NetManager() { } /// - /// ʵtoken + /// 网络访问的token /// public string token; public string url; /// - /// ȡļ + /// 获取本地配置文件 /// /// public void GetConfig(UnityAction action) @@ -29,11 +29,11 @@ public class NetManager : BaseManager } else { - Debug.Log("ûжӦļ"); + Debug.Log("没有对应的文件"); action?.Invoke(false); //UIManager.Instance.ShowPanel(E_UI_Layer.System, (panel) => //{ - // panel.Init("ûжȡȷIpַļ,ĿStreamingAssetsļConfigļǷõַ˿ں!", E_MessageType.Error, Const.E_QuitApp); + // panel.Init("没有读取到正确的Ip地址文件,请检查项目StreamingAssets文件夹下Config文件是否正常配置地址端口后再试!", E_MessageType.Error, Const.E_QuitApp); //}); } diff --git a/Assets/Scripts/Project/Manager/ProcessManager.cs b/Assets/Scripts/Project/Manager/ProcessManager.cs index c7d5e75..22db43c 100644 --- a/Assets/Scripts/Project/Manager/ProcessManager.cs +++ b/Assets/Scripts/Project/Manager/ProcessManager.cs @@ -5,45 +5,45 @@ using UnityEngine; public class ProcessManager : BaseManager { /// - /// 캯 + /// 构造函数 /// private ProcessManager() { } /// - /// ʵĿid + /// 实操项目id /// public int id; /// - /// ģʽ + /// 模式 /// public E_ModeType mode; /// - /// ǰĿ/ + /// 当前的项目/方案 /// public D_Scheme d_Scheme; /// - /// ǰId + /// 当前流程Id /// public int processId = -1; /// - /// ǰId + /// 当前子流程Id /// public int subProcessId = -1; /// - /// ǰ̲Id + /// 当前子流程步骤Id /// public int subProcessStepId = -1; /// - /// ʼ - /// ݷid + /// 初始化 + /// 根据方案id 生成流程数据 /// - /// id + /// 方案id public void Init(int id, E_ModeType mode) { this.id = id; @@ -51,11 +51,11 @@ public class ProcessManager : BaseManager d_Scheme = DataManager.Instance.GetSchemeData(id); ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id); d_Scheme.Init(); - Debug.Log("̳ʼ"); + Debug.Log("流程初始化完成"); } /// - /// л + /// 切换流程 /// public void HandoverProcess(int processId, int subProcessId, int subProcessStepId) { @@ -65,7 +65,7 @@ public class ProcessManager : BaseManager } /// - /// л + /// 切换流程 /// public void HandoverSubProcess(int subProcessId, int subProcessStepId) { @@ -75,7 +75,7 @@ public class ProcessManager : BaseManager } /// - /// л + /// 切换流程 /// public void HandoverSubProcessStep(int subProcessStepId) { @@ -85,7 +85,7 @@ public class ProcessManager : BaseManager } /// - /// + /// 结束 /// public void End() { diff --git a/Assets/Scripts/Project/Manager/ReportManager.cs b/Assets/Scripts/Project/Manager/ReportManager.cs index 320eb1f..2ab0f0a 100644 --- a/Assets/Scripts/Project/Manager/ReportManager.cs +++ b/Assets/Scripts/Project/Manager/ReportManager.cs @@ -7,7 +7,7 @@ public class ReportManager : BaseManager private ReportManager() { } /// - /// ǰϵͳ/ı + /// 当前的系统/方案的报告 /// public R_Scheme creport; } diff --git a/Assets/Scripts/Project/Manager/StudyOrPracticeMgr.cs b/Assets/Scripts/Project/Manager/StudyOrPracticeMgr.cs index 521cb27..e16d109 100644 --- a/Assets/Scripts/Project/Manager/StudyOrPracticeMgr.cs +++ b/Assets/Scripts/Project/Manager/StudyOrPracticeMgr.cs @@ -2,18 +2,18 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; /// -/// ʵѵģʽѧϰģʽ ѡʱ -/// ¼ +/// 实训模式或者学习模式 选择时 +/// 记录数据 /// public class StudyOrPracticeMgr : BaseManager { /// - /// ģʽ + /// 模式 /// public E_ModeType modeType = E_ModeType.None; /// - /// /豸/id + /// 流程/设备/方案id /// public int deviceId; diff --git a/Assets/Scripts/Project/Objects/Tools/BaseTool.cs b/Assets/Scripts/Project/Objects/Tools/BaseTool.cs index afc0125..fc664d1 100644 --- a/Assets/Scripts/Project/Objects/Tools/BaseTool.cs +++ b/Assets/Scripts/Project/Objects/Tools/BaseTool.cs @@ -6,12 +6,12 @@ using UnityEngine; public abstract class BaseToolOrMaterial : MonoBehaviour { /// - /// Id + /// 工具Id /// public int toolId; /// - /// / + /// 工器具类型 工具/材料 /// public E_ToolOrMaterial toolOrMaterial; diff --git a/Assets/Scripts/Project/Objects/Tools/Tool_InsulatedScrewdriver.cs b/Assets/Scripts/Project/Objects/Tools/Tool_InsulatedScrewdriver.cs index 1f80aee..28bfa2c 100644 --- a/Assets/Scripts/Project/Objects/Tools/Tool_InsulatedScrewdriver.cs +++ b/Assets/Scripts/Project/Objects/Tools/Tool_InsulatedScrewdriver.cs @@ -2,7 +2,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; /// -/// Ե˿ +/// 绝缘螺丝刀 /// public class Tool_InsulatedScrewdriver : BaseToolOrMaterial { diff --git a/Assets/Scripts/Project/StartApp.cs b/Assets/Scripts/Project/StartApp.cs index 7928a75..3a2481d 100644 --- a/Assets/Scripts/Project/StartApp.cs +++ b/Assets/Scripts/Project/StartApp.cs @@ -1,13 +1,13 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; /// -/// Ϸ +/// 启动游戏 /// public class StartApp : MonoBehaviour { /// - /// ʼ + /// 初始化 /// private void Start() { diff --git a/Assets/Scripts/Project/UI/UI_Panel/UI_LoadingPanel.cs b/Assets/Scripts/Project/UI/UI_Panel/UI_LoadingPanel.cs index 2a3f6d7..9637bda 100644 --- a/Assets/Scripts/Project/UI/UI_Panel/UI_LoadingPanel.cs +++ b/Assets/Scripts/Project/UI/UI_Panel/UI_LoadingPanel.cs @@ -6,22 +6,22 @@ using UnityEngine.UI; public class UI_LoadingPanel : BasePanel { /// - /// ǰ + /// 当前进度 /// private float currentProgress = 0; /// - /// Ŀ + /// 目标进度 /// private float targetProgress = 0; /// - /// Ƿ + /// 是否更新 /// private bool isUpdate = false; /// - /// ʾ + /// 显示 /// public override void ShowMe() { @@ -29,7 +29,7 @@ public class UI_LoadingPanel : BasePanel } /// - /// + /// 隐藏面板 /// public override void HideMe() { @@ -57,7 +57,7 @@ public class UI_LoadingPanel : BasePanel } /// - /// ½ + /// 更新进度 /// /// private void UpdateProgress(float progress)