20240906基线
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@ -49,8 +49,12 @@ public class TB_UserExamStat
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/// <summary>
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/// <summary>
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/// 当前得分情况
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/// 当前得分情况
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/// </summary>
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/// </summary>
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public float currentScore = 0;
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public float currentScore = 0;
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public List<ReconnectSubScoreInfo> allSubScore = new List<ReconnectSubScoreInfo>();
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public List<ReconnectSubScoreInfo> allSubScore = new List<ReconnectSubScoreInfo>();
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/// <summary>
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/// 用户经历过的场景
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/// </summary>
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//public List<string> experiencedScene = new List<string>();
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/// <summary>
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/// <summary>
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/// 背包中所有的工具和材料
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/// 背包中所有的工具和材料
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@ -20,8 +20,8 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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private TB_UserExamStat UserExamStat = new TB_UserExamStat();
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private TB_UserExamStat UserExamStat = new TB_UserExamStat();
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private string localStatPath = "";
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private string localStatPath = "";
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private Coroutine coroutine;//自动保存倒计时
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private Coroutine coroutine;//自动保存倒计时
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[HideInInspector]
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//[HideInInspector]
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public List<string> experiencedScene = new List<string>();//用户经历过的场景
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//public List<string> experiencedScene = new List<string>();//用户经历过的场景
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/// <summary>
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/// <summary>
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/// 初始化函数,记录时间间隔
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/// 初始化函数,记录时间间隔
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@ -29,15 +29,22 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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public void Init( )
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public void Init( )
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{
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{
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localStatPath = Application.streamingAssetsPath + "/" + localStatFileName;
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localStatPath = Application.streamingAssetsPath + "/" + localStatFileName;
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experiencedScene.Clear();
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UserExamStat.experiencedScene.Clear();//清空用户经历过的场景
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//experiencedScene.Clear();
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}
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}
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/// <summary>
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/// <summary>
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/// 用户每经历一个场景就需要保存一个场景的数据
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/// 用户每经历一个场景就需要保存一个场景的数据
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/// </summary>
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/// </summary>
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public void IntoNewScene(string sceneName)
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//public bool IntoNewScene(string sceneName)
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{
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//{
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// if (UserExamStat.experiencedScene.Contains(sceneName))
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}
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// return false;
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// else
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// {
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// UserExamStat.experiencedScene.Add(sceneName);
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// return true;
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// }
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//}
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ReconnectMgr()//构造函数
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ReconnectMgr()//构造函数
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{
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{
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@ -204,7 +211,7 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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if (item.triggerName == ret.triggerName)
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if (item.triggerName == ret.triggerName)
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{
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{
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item.gameObject.SetActive(true);
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item.gameObject.SetActive(true);
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if (item.gameObject.GetComponent<Tool_SelectComponent>() == null)
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if (item.gameObject.GetComponent<Tool_SelectComponent>() == null)//工具材料已经恢复过了
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{
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{
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item.transform.localPosition = ret.selfPosInScene;
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item.transform.localPosition = ret.selfPosInScene;
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item.transform.localEulerAngles = ret.selfRotInScene;
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item.transform.localEulerAngles = ret.selfRotInScene;
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