完成背包功能,制作镜子效果,完善流程逻辑
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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 System.Linq;
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using UnityEngine;
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/// <summary>
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/// 步骤状态(管理一个步骤下的所有需要初始化的状态)
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/// </summary>
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public class StepState : MonoBehaviour
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{
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/// <summary>
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/// 步骤所处场景
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/// </summary>
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public E_SceneType initSceneType;
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[HideInInspector]
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public int systemId;
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[HideInInspector]
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public int schemeId;
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[HideInInspector]
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public int subProcessId;
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public List<StepStateBase> stepStateBases;
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private Action<E_SceneType> callback;
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public void Init()
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{
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stepStateBases = transform.GetComponentsInChildren<StepStateBase>(true).ToList();
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subProcessId = int.Parse(gameObject.name);
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schemeId = int.Parse(transform.parent.name);
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systemId= int.Parse(transform.parent.parent.name);
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}
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/// <summary>
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/// 注册场景跳转回调
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/// </summary>
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/// <param name="callback"></param>
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public void AddResetChangeScene(Action<E_SceneType> callback)
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{
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this.callback = callback;
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}
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public void InvokeChangeScene()
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{
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if (callback != null)
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{
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callback(initSceneType);
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};
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}
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}
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fileFormatVersion: 2
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guid: b60c6991d2888da47850978d1051aa7f
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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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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/// <summary>
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/// 步骤状态类
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/// </summary>
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public class StepStateBase : MonoBehaviour
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{
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/// <summary>
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/// 配置的步骤状态初始参数
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/// </summary>
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public string initStatePara;
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private Action<string> callback;
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/// <summary>
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/// 设置状态初始化方法
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/// </summary>
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/// <param name="callback"> 配置的初始化参数 </param>
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public void AddResetFunction(Action<string> callback)
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{
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this.callback = callback;
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Debug.Log("步骤状态注册成功:" + gameObject.name);
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}
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/// <summary>
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/// 执行步骤状态初始化
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/// </summary>
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public void InvokeInitStepStae()
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{
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if (callback != null)
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{
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Debug.Log("步骤初始化:" + gameObject.name);
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callback(initStatePara);
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}
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}
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}
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fileFormatVersion: 2
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guid: 40734e2dbb26ba24eaced19c3fbc57ae
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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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 System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering.VirtualTexturing;
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/// <summary>
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/// 步骤状态控制(配置步骤初始状态,断线重连步骤状态加载,步骤状态结果实时提交)
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/// </summary>
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public class StepStateControl : MonoBehaviour
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{
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//场景初始化
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//背包初始化
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//提示初始化
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//设备初始化
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//工具和材料初始化
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//自定义初始化
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public static StepStateControl instance;
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List<StepState> m_Steps;
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private void Awake()
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{
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DontDestroyOnLoad(gameObject);
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instance = this;
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m_Steps = transform.GetComponentsInChildren<StepState>(true).ToList();
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m_Steps.ForEach(a=> { a.Init(); });
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}
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/// <summary>
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/// 注册当前科目里步骤里某个需要初始化的状态脚本
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/// </summary>
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/// <param name="objName"></param>
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public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
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{
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List<StepState> ss=m_Steps.FindAll(a => a.systemId == GameManager.Instance.systemId && a.schemeId == GameManager.RunModelMgr.schemeID && subProcessIds.Contains(a.subProcessId));
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if (ss.Count >0)
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{
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ss.ForEach(a=>
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{
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StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
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if (sb != null)
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{
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sb.AddResetFunction(callback);
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}
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});
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}
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}
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/// <summary>
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/// 调用初始化步骤
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/// </summary>
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/// <param name="process"></param>
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/// <param name="subProcess"></param>
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/// <param name="step"></param>
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public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
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{
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StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
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if (tmp != null)
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{
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Debug.Log("初始化步骤");
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//跳场景
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tmp.InvokeChangeScene();
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//初始化base
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tmp.stepStateBases.ForEach(a =>
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{
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a.InvokeInitStepStae();
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});
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}
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}
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/// <summary>
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/// 提交步骤完成状态
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/// </summary>
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/// <param name="process"></param>
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/// <param name="subProcess"></param>
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/// <param name="step"></param>
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/// <param name="score"></param>
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public void SubmitStepState()
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{
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}
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}
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fileFormatVersion: 2
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guid: 614aca3f575a7014e9724a2ff85a8d25
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -66,6 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
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{
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//GetTriggerID();
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UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId);
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}
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/// <summary>
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/// 退出
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@ -14,6 +14,11 @@ public class Device_Mobile : MonoBehaviour
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private void Awake()
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{
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_highlight = GetComponent<HighlightEffect>();
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//注册状态初始化回调
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StepStateControl.instance.AddStepStateBase(new int[]{3001,3002 },"手机", para =>
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{
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downIndex = int.Parse(para);
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});
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}
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private void Start()
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{
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