办公室对话框
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@ -1108,6 +1108,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 81d10e92b80f9094aa14ba23a018df9c, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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TypeTime: 0.1
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--- !u!1 &7053944223901380910
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GameObject:
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m_ObjectHideFlags: 0
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@ -8,6 +8,7 @@ public class MobileController : PermanentTriggerBase
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{
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public int downIndex = 0;
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protected override void OnAwake()
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{
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base.OnAwake();
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@ -35,10 +36,16 @@ public class MobileController : PermanentTriggerBase
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}
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break;
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case 1:
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GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
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_highlight.highlighted = false;
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downIndex = 0;
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if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
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{
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GameManager.UIMgr.ShowPanel<UI_SessionPanel>(E_UI_Layer.Mid, (panel) =>
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{
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panel.Init(triggerID);
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});
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//GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
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_highlight.highlighted = false;
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downIndex ++;
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}
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break;
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//case 2:
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// if (GameManager.ProcessMgr.CheckSubProcessSteps(4003))
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@ -5,6 +5,7 @@ using UnityEngine.UI;
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public class UI_SessionPanel : BasePanel
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{
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private int triggerID;
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public float TypeTime =0.1f;
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private void Start()
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{
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@ -13,10 +14,11 @@ public class UI_SessionPanel : BasePanel
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/// <summary>
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/// 初始化
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/// </summary>
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public void Init()
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public void Init(int triggerID)
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{
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//GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。";//在开始时给content赋值
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StartCoroutine(Typing(GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。"));
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this.triggerID = triggerID;
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GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。";
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}
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public override void ShowMe()
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{
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@ -55,7 +57,11 @@ public class UI_SessionPanel : BasePanel
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GetControl<TextMeshProUGUI>("ClientText_DialogBox").text = "好的";
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break;
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case "ClientContinueBtn":
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this.gameObject.SetActive(false);
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if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
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{
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GameManager.UIMgr.HidePanel<UI_SessionPanel>();
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//this.gameObject.SetActive(false);
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}
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break;
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//case "CloseBtn":
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// this.gameObject.SetActive(false);
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