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jiangbingqing 2024-08-01 18:02:29 +08:00
commit 7b14268d24
39 changed files with 1471 additions and 699 deletions

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View File

@ -8,6 +8,7 @@ using UnityEngine;
public class DataManager : BaseManager<DataManager>
{
private DataManager() { }
/// <summary>
/// 方案
/// </summary>
@ -28,11 +29,10 @@ public class DataManager : BaseManager<DataManager>
/// </summary>
private Dictionary<int, TB_SubProcessStep> subProcessStepDic = new Dictionary<int, TB_SubProcessStep>();
/// <summary>
/// 用户数据
/// </summary>
public UserData userData;
public UserData userData = new UserData();
/// <summary>
/// 初始化
@ -169,4 +169,7 @@ public class DataManager : BaseManager<DataManager>
}
return null;
}
}

View File

@ -45,6 +45,8 @@ public class GameManager : SingletonAutoMono<GameManager>
/// 音乐音效管理类
/// </summary>
public static MusicManager MusicMgr { get; private set; }
#endregion
#region
@ -72,6 +74,8 @@ public class GameManager : SingletonAutoMono<GameManager>
/// 实训操作管理类
/// </summary>
public static HandsOnTrainingMgr HandsOnTrainingMgr { get; private set; }
public static StudyOrPracticeMgr StudyOrPracticeMgr { get; private set; }
#endregion
/// <summary>
@ -79,7 +83,6 @@ public class GameManager : SingletonAutoMono<GameManager>
/// </summary>
public void Init()
{
UIMgr = UIManager.Instance;
EventMgr = EventCenter.Instance;
MonoMgr = MonoMgr.Instance;
@ -94,6 +97,7 @@ public class GameManager : SingletonAutoMono<GameManager>
ProcessMgr = ProcessManager.Instance;
ReportMgr = ReportManager.Instance;
HandsOnTrainingMgr = HandsOnTrainingMgr.Instance;
StudyOrPracticeMgr = StudyOrPracticeMgr.Instance;
UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System, (panel) =>
{
@ -117,10 +121,17 @@ public class GameManager : SingletonAutoMono<GameManager>
else
{
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.2f);
UIMgr.ShowPanel<UI_SelectModeOrDeviceTitlePanel>(E_UI_Layer.Bot, panel =>
{
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
panel.Init();
});
//显示UI菜单列表
UIMgr.ShowPanel<UI_SelectModePanel>(E_UI_Layer.Mid, panel =>
{
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.2f);
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
panel.Init();
});
@ -136,6 +147,8 @@ public class GameManager : SingletonAutoMono<GameManager>
else
{
//读取失败 提示信息并退出应用
print("读取配置信息失败,退出应用");
Application.Quit();
}
});
});

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.Net.NetworkInformation;
using UnityEngine;
public class ProcessManager : BaseManager<ProcessManager>
@ -39,15 +40,31 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary>
public int subProcessStepId = -1;
/// <summary>
/// 倒计时,剩余时长
/// </summary>
public int countDown = 0;
/// <summary>
/// 实训/考试时长
/// </summary>
private int time;
/// <summary>
/// 记录倒计时的协程
/// </summary>
private Coroutine coroutine;
/// <summary>
/// 初始化
/// 根据方案id 生成流程数据
/// </summary>
/// <param name="id">方案id</param>
public void Init(int id, E_ModeType mode)
public void Init(int id, E_ModeType mode,int countDown = 600)
{
this.id = id;
this.mode = mode;
coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
d_Scheme = DataManager.Instance.GetSchemeData(id);
ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id);
d_Scheme.Init();
@ -84,6 +101,24 @@ public class ProcessManager : BaseManager<ProcessManager>
d_Scheme.HandoverProcess(processId, subProcessId, subProcessStepId);
}
/// <summary>
/// 倒计时
/// </summary>
/// <param name="time"></param>
/// <returns></returns>
private IEnumerator CountDown(int time)
{
this.time = time;
countDown = time;
WaitForSeconds waitForSeconds = new WaitForSeconds(1);
while (countDown > 0)
{
yield return waitForSeconds;
countDown --;
}
}
/// <summary>
/// 结束
/// </summary>
@ -91,6 +126,8 @@ public class ProcessManager : BaseManager<ProcessManager>
{
id = -1;
mode = E_ModeType.None;
if (coroutine!= null)
GameManager.MonoMgr.StopCoroutine(coroutine);
d_Scheme = null;
}
}

View File

@ -10,11 +10,21 @@ public class StudyOrPracticeMgr : BaseManager<StudyOrPracticeMgr>
/// <summary>
/// 模式
/// </summary>
public E_ModeType modeType = E_ModeType.None;
private E_ModeType modeType = E_ModeType.None;
/// <summary>
/// 流程/设备/方案id
/// </summary>
public int deviceId;
public E_ModeType ModeType
{
get => modeType;
set
{
modeType = value;
}
}
}

View File

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI_DeviceItem : BaseItem
{
/// <summary>
/// É豸Id
/// </summary>
public int deviceId;
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "Button_Device":
GameManager.StudyOrPracticeMgr.deviceId = deviceId;
GameManager.UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System, (panel) =>
{
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
GameManager.ScenesMgr.LoadSceneAsyn("03_OfficeScene", () =>
{
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.4f);
GameManager.UIMgr.ShowPanel<UI_MainTitlePanel>(E_UI_Layer.Mid, (panel) =>
{
panel.Init();
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.5f);
GameManager.UIMgr.HidePanel<UI_SelectModeOrDeviceTitlePanel>();
GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>();
});
});
});
break;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ccf50554da1943a4d8cf8227c01f3097
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,57 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI_MainTitlePanel : BasePanel
{
protected override void Awake()
internal void Init()
{
base.Awake();
}
void Start()
{
}
void Update()
{
}
public override void ShowMe()
{
base.ShowMe();
}
public override void HideMe()
{
base.HideMe();
}
protected override void OnClick(string btnName)
{
base.OnClick(btnName);
switch (btnName)
{
case "":
break;
default:
break;
}
}
protected override void OnChangeToggle(string toogleName, bool isOn)
{
base.OnChangeToggle(toogleName, isOn);
}
protected override void OnChangeSlider(string SliderName, float value)
{
base.OnChangeSlider(SliderName, value);
}
protected override void OnChangeInputFile(string inputFileName, string value)
{
base.OnChangeInputFile(inputFileName, value);
}
}

View File

@ -4,54 +4,10 @@ using UnityEngine;
public class UI_SelectDevicePanel : BasePanel
{
protected override void Awake()
public void Init()
{
base.Awake();
}
void Start()
{
}
void Update()
{
}
public override void ShowMe()
{
base.ShowMe();
}
public override void HideMe()
{
base.HideMe();
}
protected override void OnClick(string btnName)
{
base.OnClick(btnName);
switch (btnName)
{
case "":
break;
default:
break;
}
}
protected override void OnChangeToggle(string toogleName, bool isOn)
{
base.OnChangeToggle(toogleName, isOn);
}
protected override void OnChangeSlider(string SliderName, float value)
{
base.OnChangeSlider(SliderName, value);
}
protected override void OnChangeInputFile(string inputFileName, string value)
{
base.OnChangeInputFile(inputFileName, value);
}
}

View File

@ -1,57 +1,94 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_SelectModeOrDeviceTitlePanel : BasePanel
{
protected override void Awake()
/// <summary>
/// 初始换
/// </summary>
public void Init()
{
base.Awake();
//获取用户数据显示头像 及用户名称
//更新倒计时 倒计时为全局变量
string mode = "";
switch (StudyOrPracticeMgr.Instance.ModeType)
{
case E_ModeType.None:
GetControl<Text>("Text_ModeType").gameObject.SetActive(false);
break;
case E_ModeType.Study:
mode = "学习模式";
break;
case E_ModeType.Practice:
mode = "练习模式";
break;
case E_ModeType.Exam:
break;
}
void Start()
{
}
void Update()
{
GetControl<Text>("Text_ModeType").text = mode;
GetControl<Text>("Text_UserName").text = GameManager.DataMgr.userData.userName;
}
/// <summary>
/// 显示
/// </summary>
public override void ShowMe()
{
base.ShowMe();
GameManager.EventMgr.AddEventListener(Enum_EventType.SwitchMode, SwitchMode);
}
/// <summary>
/// 切换模式
/// </summary>
private void SwitchMode()
{
string mode = "";
switch (StudyOrPracticeMgr.Instance.ModeType)
{
case E_ModeType.None:
GetControl<Text>("Text_ModeType").gameObject.SetActive(false);
break;
case E_ModeType.Study:
mode = "学习模式";
break;
case E_ModeType.Practice:
mode = "练习模式";
break;
case E_ModeType.Exam:
break;
}
if (!GetControl<Text>("Text_ModeType").gameObject.activeSelf)
GetControl<Text>("Text_ModeType").gameObject.SetActive(true);
GetControl<Text>("Text_ModeType").text = mode;
}
/// <summary>
/// 隐藏
/// </summary>
public override void HideMe()
{
base.HideMe();
GameManager.EventMgr.RemoveEventListener(Enum_EventType.SwitchMode, SwitchMode);
}
/// <summary>
/// 按钮点击
/// </summary>
/// <param name="btnName"></param>
protected override void OnClick(string btnName)
{
base.OnClick(btnName);
switch (btnName)
{
case "":
break;
default:
case "Btn_Quit":
print("退出应用");
break;
}
}
protected override void OnChangeToggle(string toogleName, bool isOn)
{
base.OnChangeToggle(toogleName, isOn);
}
protected override void OnChangeSlider(string SliderName, float value)
{
base.OnChangeSlider(SliderName, value);
}
protected override void OnChangeInputFile(string inputFileName, string value)
{
base.OnChangeInputFile(inputFileName, value);
}
}

View File

@ -4,14 +4,37 @@ using UnityEngine;
public class UI_SelectModePanel : BasePanel
{
/// <summary>
/// 初始化
/// </summary>
public void Init()
{
GameManager.ProcessMgr.Init(1001,E_ModeType.Study);
}
private void Start()
/// <summary>
/// 按钮点击
/// </summary>
/// <param name="btnName"></param>
protected override void OnClick(string btnName)
{
var modeType = E_ModeType.None;
switch (btnName)
{
case "StudyModelBtn":
modeType = E_ModeType.Study;
break;
case "TrainModelBtn":
modeType = E_ModeType.Practice;
break;
}
GameManager.StudyOrPracticeMgr.ModeType = modeType;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchMode);
GameManager.UIMgr.ShowPanel<UI_SelectDevicePanel>(E_UI_Layer.Mid, (panel) =>
{
panel.Init();
GameManager.UIMgr.HidePanel<UI_SelectModePanel>();
});
}
}

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@ -18,4 +18,8 @@ public enum Enum_EventType
/// </summary>
HideMask,
/// <summary>
/// 选择/切换模式
/// </summary>
SwitchMode,
}

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using DG.Tweening;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UIElements;
using System.Reflection;
using System;
using System.Linq;
public class AutoGenerate : EditorWindow
{
private VisualElement rootElement;
private Button generateBtn;
private Label hintText;
private TextField nameInput;
private string scenePath;
private string scriptPath;
private string prefabPath;
[MenuItem("Window/Generate Editor Window")]
public static void ShowExample()
{
AutoGenerate wnd = GetWindow<AutoGenerate>();
wnd.titleContent = new GUIContent("Auto Generate UI Window");
}
public void CreateGUI()
{
// scenePath = Application.dataPath + "/TestUIPanelScenes";
// scriptPath = Application.dataPath + "/Scripts/Project/UI/UI_Panel";
// prefabPath = Application.dataPath + "/Resources/UI/UI_Panel";
scenePath = "";
scriptPath = "Assets/Test2";
prefabPath = "Assets/Resources/UI/UI_Panel";
// scenePath = "Assets/TestUIPanelScenes";
// scriptPath = "Assets/Scripts/Project/UI/UI_Panel";
// prefabPath = "Assets/Resources/UI/UI_Panel";
// string xmlPath = Path.Combine(Application.dataPath, "ThridPart", "UIToolKitFile", "UDoc", "UXml", "AutoGenerateUI.uxml");
// string xmlPath = "Assets/UIToolKitFile/UDoc/UXml/AutoGenerateUI.uxml";
var visualTree =
AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/ThirdPart/UIToolKitFile/UDoc/UXml/AutoGenerateUI.uxml");
rootElement = visualTree.CloneTree();
rootVisualElement.Add(rootElement);
generateBtn = rootElement.Q<Button>("AutoGenerate");
hintText = rootElement.Q<Label>("HintTitle");
nameInput = rootElement.Q<TextField>("NameInput");
generateBtn.clicked += () => { OnGenerateButtonClick(); };
}
private void OnGenerateButtonClick()
{
GameObject selectedObject = Selection.activeGameObject;
if (selectedObject == null)
{
ShowHint("未选择物体,未添加任何文件");
return;
}
string tempName = selectedObject.name;
DirectoryDontExist(prefabPath);
DirectoryDontExist(scenePath);
DirectoryDontExist(scriptPath);
var sceneExist = DoesFileExist(scenePath, tempName);
var preExist = DoesFileExist(prefabPath, tempName);
var scriptExist = DoesFileExist(scriptPath, tempName);
if (sceneExist || preExist || scriptExist)
{
ShowHint("三者中已经有存在的文件,未添加任何文件");
return;
}
string scriptContent = GetScriptTemplate(tempName);
File.WriteAllText(Path.Combine(scriptPath, tempName + ".cs"), scriptContent);
var generatePre =
PrefabUtility.SaveAsPrefabAsset(selectedObject, Path.Combine(prefabPath, tempName + ".prefab"));
CreateNewScene(scenePath,tempName);
AssetDatabase.Refresh();
//EditorUtility.DisplayDialog("成功创建", $" " + scenePath, "OK");
}
private void DirectoryDontExist(string directoryPath)
{
if (!Directory.Exists(directoryPath))
{
Directory.CreateDirectory(directoryPath);
}
}
private string GetScriptTemplate(string scriptName)
{
return $@"
using UnityEngine;
public class {scriptName} : MonoBehaviour
{{
void Start()
{{
}}
}}";
}
/// <summary>
/// 提示文本
/// </summary>
/// <param name="mes"></param>
private void ShowHint(string mes)
{
hintText.text = mes;
hintText.style.opacity = 1f; // 确保提示文本完全可见
DOVirtual.DelayedCall(2, () => { hintText.text = string.Empty; });
}
/// <summary>
/// 检查文件是否存在
/// </summary>
/// <param name="path"></param>
/// <param name="fileName"></param>
/// <returns></returns>
public bool DoesFileExist(string path, string fileName)
{
string fullPath = path;
string[] files = Directory.GetFiles(fullPath, "*.*", SearchOption.TopDirectoryOnly); //不递归
foreach (var file in files)
{
if (Path.GetFileNameWithoutExtension(file) == fileName)
{
return true;
}
}
return false;
}
/// <summary>
/// 创建场景
/// </summary>
/// <param name="scenePath"></param>
/// <param name="sceneName"></param>
private void CreateNewScene(string scenePath, string sceneName)
{
var newScene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single);
// GameObject lightGameObject = new GameObject("Directional Light");
// Light lightComp = lightGameObject.AddComponent<Light>();
// lightComp.type = LightType.Directional;
// lightComp.transform.rotation = Quaternion.Euler(50, -30, 0);
//
// GameObject ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
// ground.transform.position = Vector3.zero;
// 加载预制体资源
GameObject prefab =
AssetDatabase.LoadAssetAtPath<GameObject>(Path.Combine("Assets", "Resources", "UI", "Base",
"Canvas.prefab"));
if (prefab != null)
{
// 实例化预制体并添加到场景中
GameObject prefabInstance = (GameObject)PrefabUtility.InstantiatePrefab(prefab);
SceneManager.MoveGameObjectToScene(prefabInstance, newScene);
}
else
{
Debug.LogError("预制体未找到,请检查路径是否正确!");
}
EditorSceneManager.SaveScene(newScene, scenePath+"/"+sceneName+".unity",true);
//EditorUtility.DisplayDialog("Scene Created", "New scene has been created and saved to " + scenePath, "OK");
}
private void AttachScriptToGameObject(string className)
{
// 获取当前的Assembly
var assembly = Assembly.Load("Assembly-CSharp");
// 使用反射获取新脚本的类型
Type scriptType = assembly.GetTypes().FirstOrDefault(t => t.Name == className);
if (scriptType != null)
{
// 查找目标游戏对象(假设场景中有一个名为 "TargetObject" 的对象)
GameObject targetObject = GameObject.Find("TargetObject");
if (targetObject != null)
{
// 添加脚本到对象上
targetObject.AddComponent(scriptType);
Debug.Log($"{className} script attached to {targetObject.name}");
}
else
{
Debug.LogError("Target object not found in the scene.");
}
}
else
{
Debug.LogError($"Script type {className} not found.");
}
}
}

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<ui:VisualElement style="height: 451px;">
<ui:Label text="自动生成脚本,预制体,测试场景" display-tooltip-when-elided="true" name="Title" style="margin-top: 40px; margin-right: auto; margin-bottom: auto; margin-left: auto; transform-origin: right; font-size: 30px; -unity-text-align: middle-left;" />
<ui:Label display-tooltip-when-elided="true" name="HintTitle" style="margin-top: 40px; margin-right: auto; margin-bottom: auto; margin-left: auto; transform-origin: right; font-size: 50px; -unity-text-align: middle-left;" />
<ui:Button text="AutoGenerate&#10;" display-tooltip-when-elided="true" name="AutoGenerate" style="margin-top: auto; margin-right: auto; margin-bottom: auto; margin-left: auto; font-size: 30px; height: 70px;" />
<ui:TextField picking-mode="Ignore" label="暂时没用" value="filler text" name="NameInput" style="margin-top: 28px; margin-right: auto; margin-bottom: auto; margin-left: auto; -unity-text-align: middle-center; font-size: 20px;" />
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