This commit is contained in:
Victor_Wang 2024-07-31 13:54:55 +08:00
commit a329719bb7
18 changed files with 165 additions and 133 deletions

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@ -3,35 +3,35 @@ using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
/// <summary>
/// 方案/设备/系统
/// 方案/设备/系统
/// </summary>
public class D_Scheme
{
#region
#region
/// <summary>
/// 自身Id
/// 自身Id
/// </summary>
public int id;
/// <summary>
/// 方案名称
/// 方案名称
/// </summary>
public string schemeName;
#endregion
/// <summary>
/// 存放所有流程
/// 存放所有流程
/// </summary>
public List<D_Process> processes =new List<D_Process>();
/// <summary>
/// 当前流程
/// 当前流程
/// </summary>
private D_Process currentProcess;
/// <summary>
/// 当前流程
/// 当前流程
/// </summary>
public D_Process CurrentProcess
{
@ -44,12 +44,12 @@ public class D_Scheme
}
/// <summary>
/// 当前流程id
/// 当前流程id
/// </summary>
private int currentProcessId;
/// <summary>
/// 当前流程id
/// 当前流程id
/// </summary>
public int CurrentProcessId
{
@ -62,7 +62,7 @@ public class D_Scheme
}
/// <summary>
/// 初始化
/// 初始化
/// </summary>
public void Init()
{
@ -73,7 +73,7 @@ public class D_Scheme
}
/// <summary>
/// 切换流程
/// 切换流程
/// </summary>
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("切换流程到:" + processId);
UnityEngine.Debug.Log("切换流程到:" + processId);
CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId);
}
/// <summary>
/// 根据id获取 流程对象
/// 根据id获取 流程对象
/// </summary>
/// <param name="processId"></param>
/// <returns></returns>

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@ -3,60 +3,60 @@ using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
/// <summary>
/// 子流程
/// 子流程
/// </summary>
public class D_SubProcess : I_Enter, I_Exit
{
#region
#region
/// <summary>
/// 自身Id
/// 自身Id
/// </summary>
public int id;
/// <summary>
/// 方案Id
/// 方案Id
/// </summary>
public int schemeId;
/// <summary>
/// 流程id
/// 流程id
/// </summary>
public int processId;
/// <summary>
/// 子流程描述
/// 子流程描述
/// </summary>
public string subProcessName;
/// <summary>
/// 是否有前置条件
/// 是否有前置条件
/// </summary>
public bool isPrecondition;
/// <summary>
/// 前置条件
/// 前置条件
/// </summary>
public string precondition;
/// <summary>
/// 提示
/// 提示
/// </summary>
public string tips;
#endregion
/// <summary>
/// 存放流程的子流程步骤
/// 存放流程的子流程步骤
/// </summary>
public List<D_SubProcessStep> subProcessStepes = new List<D_SubProcessStep>();
/// <summary>
/// 当前子流程步骤
/// 当前子流程步骤
/// </summary>
private D_SubProcessStep currentSubProcessStep;
/// <summary>
/// 当前子流程步骤
/// 当前子流程步骤
/// </summary>
public D_SubProcessStep CurrentSubProcessStep
{
@ -69,12 +69,12 @@ public class D_SubProcess : I_Enter, I_Exit
}
/// <summary>
/// 当前子流程步骤Id
/// 当前子流程步骤Id
/// </summary>
private int currentSubProcessStepId;
/// <summary>
/// 当前子流程步骤Id
/// 当前子流程步骤Id
/// </summary>
public int CurrentSubProcessStepId
{
@ -87,7 +87,7 @@ public class D_SubProcess : I_Enter, I_Exit
}
/// <summary>
/// 初始化
/// 初始化
/// </summary>
public void Init()
{
@ -99,7 +99,7 @@ public class D_SubProcess : I_Enter, I_Exit
}
/// <summary>
/// 切换子流程步骤
/// 切换子流程步骤
/// </summary>
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("切换子流程步骤到:" + stepId);
UnityEngine.Debug.Log("切换子流程步骤到:" + stepId);
}
/// <summary>
/// 根据id获取 流程对象
/// 根据id获取 流程对象
/// </summary>
/// <param name="processId"></param>
/// <returns></returns>
@ -128,18 +128,18 @@ public class D_SubProcess : I_Enter, I_Exit
}
/// <summary>
/// 退出子流程
/// 退出子流程
/// </summary>
public void Exit()
{
UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
}
/// <summary>
/// 进入子流程
/// 进入子流程
/// </summary>
public void Enter()
{
UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
}
}

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 子流程步骤
/// 子流程步骤
/// </summary>
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;
/// <summary>
/// 进入
/// 进入
/// </summary>
public void Enter()
{
UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
}
/// <summary>
/// 退出
/// 退出
/// </summary>
public void Exit()
{
UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
}
}

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@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 用户数据
/// 用户数据
/// </summary>
public class UserData
{

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@ -1,91 +1,91 @@
/// <summary>
/// 流程分类/阶段
/// 流程分类/阶段
/// </summary>
public enum E_ProcessType
{
/// <summary>
/// 查看任务单
/// 查看任务单
/// </summary>
ViewTickets,
/// <summary>
/// 办理工作票
/// 办理工作票
/// </summary>
ApplyWorkTicket,
/// <summary>
/// 填写装拆工单
/// 填写装拆工单
/// </summary>
FillInAssemblyAndDisassemblyWorkSheet,
/// <summary>
/// 正确着装
/// 正确着装
/// </summary>
ProperlyDress,
/// <summary>
/// 选择工器具
/// 选择工器具
/// </summary>
SelectTools,
/// <summary>
/// 断开电源并验电
/// 断开电源并验电
/// </summary>
DeenergizationVerificationOfLivePart,
/// <summary>
/// 核对和抄录计量设备信息
/// 核对和抄录计量设备信息
/// </summary>
CheckAndTranscribeMeteringEquipmentInformation,
/// <summary>
/// 安装电能表
/// 安装电能表
/// </summary>
InstallAnEnergyMeter,
/// <summary>
/// 现场通电检查
/// 现场通电检查
/// </summary>
OnSitePowerOnAndInspection,
/// <summary>
/// 实施封印
/// 实施封印
/// </summary>
CarryOutSeal,
/// <summary>
/// 填写告知单
/// 填写告知单
/// </summary>
FillInTheNotificationForm,
/// <summary>
/// 清理现场
/// 清理现场
/// </summary>
SiteClearing,
}
/// <summary>
/// 模式
/// 模式
/// </summary>
public enum E_ModeType
{
/// <summary>
/// 空
/// 空
/// </summary>
None = 0,
/// <summary>
/// 学习
/// 学习
/// </summary>
Study = 1,
/// <summary>
/// 练习
/// 练习
/// </summary>
Practice = 2,
/// <summary>
/// 考试
/// 考试
/// </summary>
Exam,
}
@ -93,17 +93,17 @@ public enum E_ModeType
public enum E_ToolOrMaterial
{
/// <summary>
/// 空
/// 空
/// </summary>
None = 0,
/// <summary>
/// 工具
/// 工具
/// </summary>
Tool,
/// <summary>
/// 材质
/// 材质
/// </summary>
Material,
}

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@ -3,38 +3,38 @@ using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
/// <summary>
/// 数据管理类
/// 数据管理类
/// </summary>
public class DataManager : BaseManager<DataManager>
{
private DataManager() { }
/// <summary>
/// 方案
/// 方案
/// </summary>
private Dictionary<int, TB_Scheme> schemeDic = new Dictionary<int, TB_Scheme>();
/// <summary>
/// 流程
/// 流程
/// </summary>
private Dictionary<int, TB_Process> processDic = new Dictionary<int, TB_Process>();
/// <summary>
/// 子流程
/// 子流程
/// </summary>
private Dictionary<int, TB_SubProcess> subProcessDic = new Dictionary<int, TB_SubProcess>();
/// <summary>
/// 子流程步骤
/// 子流程步骤
/// </summary>
private Dictionary<int, TB_SubProcessStep> subProcessStepDic = new Dictionary<int, TB_SubProcessStep>();
/// <summary>
/// 用户数据
/// 用户数据
/// </summary>
public UserData userData;
/// <summary>
/// 初始化
/// 初始化
/// </summary>
public void Init()
{
@ -45,14 +45,14 @@ public class DataManager : BaseManager<DataManager>
}
/// <summary>
/// 获取D_Scheme
/// 获取D_Scheme
/// </summary>
/// <param name="id"></param>
/// <returns></returns>
public D_Scheme GetSchemeData(int id)
{
D_Scheme d_Scheme = new D_Scheme();
//获取方案数据
//获取方案数据
if (schemeDic.ContainsKey(id))
{
d_Scheme.id = schemeDic[id].id;
@ -63,14 +63,14 @@ public class DataManager : BaseManager<DataManager>
}
/// <summary>
/// 根据方案Id 获取流程列表
/// 根据方案Id 获取流程列表
/// </summary>
/// <param name="schemeId"></param>
/// <returns></returns>
private List<D_Process> GetD_Processes(int schemeId)
{
List<D_Process> d_Processes = new List<D_Process>();
//获取方案流程数据
//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<DataManager>
}
/// <summary>
/// 根据方案Id,流程Id ,获取子流程列表
/// 根据方案Id,流程Id ,获取子流程列表
/// </summary>
/// <param name="schemeId"></param>
/// <param name="processId"></param>
@ -115,7 +115,7 @@ public class DataManager : BaseManager<DataManager>
}
/// <summary>
/// 根据方案Id,流程Id,子流程Id 获取子流程步骤列表
/// 根据方案Id,流程Id,子流程Id 获取子流程步骤列表
/// </summary>
/// <param name="schemeId"></param>
/// <param name="processId"></param>
@ -144,7 +144,7 @@ public class DataManager : BaseManager<DataManager>
}
/// <summary>
/// 获取报告
/// 获取报告
/// </summary>
/// <param name="id"></param>
public R_Scheme GetSchemeReport(int id)

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@ -1,81 +1,81 @@
using System.Runtime.InteropServices.ComTypes;
using UnityEngine;
/// <summary>
/// ͳһ<EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 统一引用单例类
/// </summary>
public class GameManager : SingletonAutoMono<GameManager>
{
#region <EFBFBD>ײ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#region
/// <summary>
/// Ui<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// Ui管理类
/// </summary>
public static UIManager UIMgr { get; private set; }
/// <summary>
/// <EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 事件中心
/// </summary>
public static EventCenter EventMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>mono
/// 公共mono
/// </summary>
public static MonoMgr MonoMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 二进制管理类
/// </summary>
public static BinaryManager BinaryMgr { get; private set; }
/// <summary>
/// json<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// json管理类
/// </summary>
public static JsonManager JsonMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ع<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 场景加载管理类
/// </summary>
public static ScenesManager ScenesMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 资源加载类
/// </summary>
public static ResourcesManager ResourcesMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 音乐音效管理类
/// </summary>
public static MusicManager MusicMgr { get; private set; }
#endregion
#region <EFBFBD><EFBFBD>Ŀ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
#region
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD>ݹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 数据管理类
/// </summary>
public static DataManager DataMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӿڹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 网络接口管理类
/// </summary>
public static NetManager NetMgr { get; private set; }
/// <summary>
/// ʵѵ<EFBFBD><EFBFBD><EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 实训流程管理类
/// </summary>
public static ProcessManager ProcessMgr { get; private set; }
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 报告管理类
/// </summary>
public static ReportManager ReportMgr { get; private set; }
/// <summary>
/// ʵѵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 实训操作管理类
/// </summary>
public static HandsOnTrainingMgr HandsOnTrainingMgr { get; private set; }
#endregion
/// <summary>
/// <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>
/// 初始化
/// </summary>
public void Init()
{
@ -97,19 +97,19 @@ public class GameManager : SingletonAutoMono<GameManager>
UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System, (panel) =>
{
print("<EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҳ<EFBFBD><EFBFBD>");
print("显示加载页面");
panel.Init();
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
//<EFBFBD><EFBFBD><EFBFBD>ر<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ģʽ token<65>ȱ<EFBFBD>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD>
//<EFBFBD><EFBFBD>ȡ<EFBFBD>ɹ<EFBFBD> <20><>ȡģʽ <20><><EFBFBD><EFBFBD>ģʽ<C4A3><CABD>ʾ<EFBFBD><CABE>ʼ<EFBFBD><CABC>ҳ<EFBFBD><D2B3>
//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();
//<EFBFBD><EFBFBD>ȡ<EFBFBD>ɹ<EFBFBD> <20><>ȡģʽ <20><><EFBFBD><EFBFBD>ģʽ<C4A3><CABD>ʾ<EFBFBD><CABE>ʼ<EFBFBD><CABC>ҳ<EFBFBD><D2B3>
//<EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģʽ <20><>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<GameManager>
else
{
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.2f);
//<EFBFBD><EFBFBD>ʾUI<EFBFBD>˵<EFBFBD><EFBFBD>б<EFBFBD>
//显示UI菜单列表
UIMgr.ShowPanel<UI_SelectModePanel>(E_UI_Layer.Mid, panel =>
{
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.2f);
panel.Init();
});
//<EFBFBD><EFBFBD><EFBFBD>س<EFBFBD><EFBFBD><EFBFBD> /<2F><>ʾUI
//加载场景 /显示UI
ScenesMgr.LoadSceneAsyn("02_MenuScene", () =>
{
//<EFBFBD>޸ı<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
//修改本地文件
NetMgr.SaveInfo("1");
EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.5f);
});
@ -135,7 +135,7 @@ public class GameManager : SingletonAutoMono<GameManager>
}
else
{
//<EFBFBD><EFBFBD>ȡʧ<EFBFBD><EFBFBD> <20><>ʾ<EFBFBD><CABE>Ϣ<EFBFBD><CFA2><EFBFBD>˳<EFBFBD>Ӧ<EFBFBD><D3A6>
//读取失败 提示信息并退出应用
}
});
});
@ -143,9 +143,9 @@ public class GameManager : SingletonAutoMono<GameManager>
public void End()
{
//<EFBFBD>޸ı<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
//修改本地文件
NetMgr.SaveInfo("0");
//<EFBFBD>˳<EFBFBD>Ӧ<EFBFBD><EFBFBD>
//退出应用
Application.Quit();
}

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@ -7,14 +7,14 @@ public class NetManager : BaseManager<NetManager>
private NetManager() { }
/// <summary>
/// 网络访问的token
/// 网络访问的token
/// </summary>
public string token;
public string url;
/// <summary>
/// 获取本地配置文件
/// 获取本地配置文件
/// </summary>
/// <param name="action"></param>
public void GetConfig(UnityAction<bool> action)
@ -29,11 +29,11 @@ public class NetManager : BaseManager<NetManager>
}
else
{
Debug.Log("没有对应的文件");
Debug.Log("没有对应的文件");
action?.Invoke(false);
//UIManager.Instance.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (panel) =>
//{
// 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);
// 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);
//});
}

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@ -5,45 +5,45 @@ using UnityEngine;
public class ProcessManager : BaseManager<ProcessManager>
{
/// <summary>
/// 构造函数
/// 构造函数
/// </summary>
private ProcessManager() { }
/// <summary>
/// 实操项目id
/// 实操项目id
/// </summary>
public int id;
/// <summary>
/// 模式
/// 模式
/// </summary>
public E_ModeType mode;
/// <summary>
/// 当前的项目/方案
/// 当前的项目/方案
/// </summary>
public D_Scheme d_Scheme;
/// <summary>
/// 当前流程Id
/// 当前流程Id
/// </summary>
public int processId = -1;
/// <summary>
/// 当前子流程Id
/// 当前子流程Id
/// </summary>
public int subProcessId = -1;
/// <summary>
/// 当前子流程步骤Id
/// 当前子流程步骤Id
/// </summary>
public int subProcessStepId = -1;
/// <summary>
/// 初始化
/// 根据方案id 生成流程数据
/// 初始化
/// 根据方案id 生成流程数据
/// </summary>
/// <param name="id">方案id</param>
/// <param name="id">方案id</param>
public void Init(int id, E_ModeType mode)
{
this.id = id;
@ -51,11 +51,11 @@ public class ProcessManager : BaseManager<ProcessManager>
d_Scheme = DataManager.Instance.GetSchemeData(id);
ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id);
d_Scheme.Init();
Debug.Log("流程初始化完成");
Debug.Log("流程初始化完成");
}
/// <summary>
/// 切换流程
/// 切换流程
/// </summary>
public void HandoverProcess(int processId, int subProcessId, int subProcessStepId)
{
@ -65,7 +65,7 @@ public class ProcessManager : BaseManager<ProcessManager>
}
/// <summary>
/// 切换流程
/// 切换流程
/// </summary>
public void HandoverSubProcess(int subProcessId, int subProcessStepId)
{
@ -75,7 +75,7 @@ public class ProcessManager : BaseManager<ProcessManager>
}
/// <summary>
/// 切换流程
/// 切换流程
/// </summary>
public void HandoverSubProcessStep(int subProcessStepId)
{
@ -85,7 +85,7 @@ public class ProcessManager : BaseManager<ProcessManager>
}
/// <summary>
/// 结束
/// 结束
/// </summary>
public void End()
{

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@ -7,7 +7,7 @@ public class ReportManager : BaseManager<ReportManager>
private ReportManager() { }
/// <summary>
/// 当前的系统/方案的报告
/// 当前的系统/方案的报告
/// </summary>
public R_Scheme creport;
}

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@ -2,18 +2,18 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 实训模式或者学习模式 选择时
/// 记录数据
/// 实训模式或者学习模式 选择时
/// 记录数据
/// </summary>
public class StudyOrPracticeMgr : BaseManager<StudyOrPracticeMgr>
{
/// <summary>
/// 模式
/// 模式
/// </summary>
public E_ModeType modeType = E_ModeType.None;
/// <summary>
/// 流程/设备/方案id
/// 流程/设备/方案id
/// </summary>
public int deviceId;

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@ -6,12 +6,12 @@ using UnityEngine;
public abstract class BaseToolOrMaterial : MonoBehaviour
{
/// <summary>
/// 묏야Id
/// 工具Id
/// </summary>
public int toolId;
/// <summary>
/// 묏포야잚謹 묏야/꼼죕
/// 工器具类型 工具/材料
/// </summary>
public E_ToolOrMaterial toolOrMaterial;

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 없鍍쭁介독
/// 绝缘螺丝刀
/// </summary>
public class Tool_InsulatedScrewdriver : BaseToolOrMaterial
{

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@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>

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@ -0,0 +1,8 @@
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