重连涉及的数据结构
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/// <summary>
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/// <summary>
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/// 保存用户考试状态
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/// 保存用户考试状态
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/// </summary>
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/// </summary>
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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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//用于记录当前得分情况
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[Serializable]
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public class ReconnectSubScoreInfo
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{
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public int index = -1;
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public int subProcessId;
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public float currentScore = 0.0f;
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public bool isDone;
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}
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//用于记录现场中各项出发物品信息
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[Serializable]
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public class ReconnectTriggerInfo
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{
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public int triggerID;
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public string triggerName;
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public Vector3 selfPosInScene;
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public Vector3 selfRotInScene;
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}
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//用于记录场景中物品的信息
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[Serializable]
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public class ReconnectItemInfo
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{
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public int toolId;
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public int triggerID;
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public string toolName;
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//public E_ToolOrDeviceOrMaterials toolOrDeviceOrMaterial;
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public Vector3 selfPosInToolRoom;
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}
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public class TB_UserExamStat
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public class TB_UserExamStat
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{
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{
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/// <summary>
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public int systemID = -1;//当前系统ID
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///当前方案ID
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public int schemeID = -1;//当前方案ID
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/// </summary>
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/*public int processId = -1;// 当前流程Id
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public int schemeID = -1;
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public int subProcessId = -1;//当前子流程Id
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public int subProcessStepId = -1;//当前子流程步骤Id*/
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/// <summary>
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/// <summary>
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/// 当前流程Id
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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 int processId = -1;
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public float currentScore = 0;
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public List<ReconnectSubScoreInfo> allSubScore = new List<ReconnectSubScoreInfo>();
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/// <summary>
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/// <summary>
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/// 当前子流程Id
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/// 背包中所有的工具和材料
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/// </summary>
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/// </summary>
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public int subProcessId = -1;
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public List<string> allToolAndMaterial = new List<string>();
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/// <summary>
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/// <summary>
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/// 当前子流程步骤Id
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/// 所有已经穿戴的装备
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/// </summary>
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/// </summary>
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public int subProcessStepId = -1;
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public List<string> allWear = new List<string>();
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/// <summary>
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/// 场景名称
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/// </summary>
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public string sceneName = "";
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/// <summary>
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/// 当前场景内的所有装备和材料
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/// </summary>
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public List<ReconnectItemInfo> currentSceneTools = new List<ReconnectItemInfo>();
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/// <summary>
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/// 当前场景内的所有可触发物品
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/// </summary>
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public List<ReconnectTriggerInfo> currentSceneTriggers = new List<ReconnectTriggerInfo>();
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}
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}
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