Merge branch 'main' of http://172.16.1.12/WangWeiZhi/YanCheng_Metrology
This commit is contained in:
commit
f36b14dcc6
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@ -1,27 +1,78 @@
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/// <summary>
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/// 保存用户考试状态
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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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{
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/// <summary>
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///当前方案ID
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/// </summary>
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public int schemeID = -1;
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public int systemID = -1;//当前系统ID
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public int schemeID = -1;//当前方案ID
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/*public int processId = -1;// 当前流程Id
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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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/// 当前流程Id
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/// 当前得分情况
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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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/// 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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public int subProcessId = -1;
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public List<string> allToolAndMaterial = new List<string>();
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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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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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@ -126,7 +126,7 @@ public class GameManager : SingletonAutoMono<GameManager>
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RunModelMgr = RunModelMgr.Instance;
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ToolAndmaterialMgr = ToolAndmaterialMgr.Instance;
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PacksackBagMgr = PacksackBagMgr.Instance;
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//ReconnectMgr = ReconnectMgr.Instance;//重连管理初始化
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ReconnectMgr = ReconnectMgr.Instance;//重连管理初始化
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DataMgr.Init();
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InitData();
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@ -80,8 +80,8 @@ public class ProcessManager : BaseManager<ProcessManager>
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{
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this.schemeID = id;
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this.mode = mode;
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coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
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//coroutine = GameManager.MonoMgr.StartCoroutine(AutoSaveStat(countDown));//自动保存用户状态信息
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//coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
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coroutine = GameManager.MonoMgr.StartCoroutine(AutoSaveStat(countDown));//自动保存用户状态信息
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d_Scheme = DataManager.Instance.GetSchemeData(id);
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ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id);
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GameManager.ToolAndmaterialMgr.Init(d_Scheme.ToolOrMaterilOrDevice);
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@ -1,11 +1,11 @@
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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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using Newtonsoft.Json;
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using Newtonsoft.Json.Linq;
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using System.IO;
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using LitJson;
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using System;
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/// <summary>
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/// 断线重连管理
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@ -18,6 +18,7 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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private TB_UserExamStat UserExamStat = new TB_UserExamStat();
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private string localStatPath = "";
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private string localStatFileName = "realtimeStat.json";
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/// <summary>
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/// 初始化函数,记录时间间隔
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/// </summary>
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@ -42,13 +43,81 @@ public class ReconnectMgr : SingletonMono<ReconnectMgr>
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{
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//记录步骤相关各项信息
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UserExamStat.schemeID = ProcessManager.Instance.schemeID;
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UserExamStat.processId = ProcessManager.Instance.processId;
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//记录得分情况
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ScoreBase scoreBase = FindFirstObjectByType<ScoreBase>();
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UserExamStat.systemID = scoreBase.systemId;
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UserExamStat.allSubScore.Clear();
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if ( scoreBase != null )
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{
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foreach (var item in scoreBase.GetStepScore())
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{
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ReconnectSubScoreInfo sub = new ReconnectSubScoreInfo();
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sub.index = item.Key;
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sub.subProcessId = item.Value.subProcessId;
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sub.currentScore = item.Value.currentScore;
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sub.isDone = item.Value.isDone;
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UserExamStat.allSubScore.Add( sub );
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};
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}
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/*UserExamStat.processId = ProcessManager.Instance.processId;
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UserExamStat.subProcessId = ProcessManager.Instance.subProcessId;
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UserExamStat.subProcessStepId = ProcessManager.Instance.subProcessStepId;
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UserExamStat.subProcessStepId = ProcessManager.Instance.subProcessStepId;*/
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//记录装备材料信息
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UserExamStat.allToolAndMaterial.Clear();
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Dictionary<string, List<ItemInfo>> toolAndMaterialDic = PacksackBagMgr.Instance.GetCurrentBagData();
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foreach (var item in toolAndMaterialDic)
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{
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foreach (var itemInfo in item.Value)
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{
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UserExamStat.allToolAndMaterial.Add(((ItemInfo)itemInfo).toolName);
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}
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}
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//记录已穿戴设备
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UserExamStat.allWear.Clear();
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Dictionary<string, ItemInfo> wearDic = PacksackBagMgr.Instance.wearDic;
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foreach (var item in wearDic)
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{
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UserExamStat.allWear.Add(((ItemInfo)item.Value).toolName);
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}
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//获取当前所加载场景的名字
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UserExamStat.sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
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//获取场景内(工具间)所有可以装备材料的物品
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UserExamStat.currentSceneTools.Clear();
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BaseToolOrDevice[] allThings = FindObjectsOfType<BaseToolOrDevice>();
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foreach (BaseToolOrDevice item in allThings)
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{
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//Debug.Log(item.itemInfo.toolName);
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ReconnectItemInfo rec = new ReconnectItemInfo();
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rec.toolId = item.itemInfo.toolId;
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rec.toolName = item.itemInfo.toolName;
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rec.triggerID = item.itemInfo.triggerID;
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//rec.toolOrDeviceOrMaterial = item.itemInfo.toolOrDeviceOrMaterial;
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rec.selfPosInToolRoom = item.itemInfo.selfPosInToolRoom;
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UserExamStat.currentSceneTools.Add(rec);
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}
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//获取场景内(现场)所有可以出发的装置
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UserExamStat.currentSceneTriggers.Clear();
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PermanentTriggerBase[] allPermanentTriggers = FindObjectsOfType<PermanentTriggerBase>();
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foreach (PermanentTriggerBase item in allPermanentTriggers)
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{
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ReconnectTriggerInfo ret = new ReconnectTriggerInfo();
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ret.triggerName = item.triggerName;
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ret.triggerID = item.triggerID;
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ret.selfPosInScene = item.transform.localPosition;
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ret.selfRotInScene = item.transform.localEulerAngles;
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UserExamStat.currentSceneTriggers.Add(ret);
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}
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//转换为JSON
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string UserJson = JsonConvert.SerializeObject(UserExamStat, Formatting.Indented);
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Debug.Log("用户当前状态" + UserJson);
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Debug.Log("自动保存成功");
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File.WriteAllText(localStatPath, UserJson);
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}
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string user_last_stat = sr.ReadToEnd();
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sr.Close();
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UserExamStat = JsonMapper.ToObject<TB_UserExamStat>(user_last_stat);
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Debug.Log("用户当前schemeID:" + UserExamStat.schemeID);
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return true;
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}
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catch (System.Exception e)
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}
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}
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// Start is called before the first frame update
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//void Start()
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//{
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//}
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/// <summary>
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/// 恢复现场
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/// </summary>
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public void RecoverScene()
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{
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//先恢复场景
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ScenesManager.Instance.LoadSceneAsyn(UserExamStat.sceneName, () => {
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//右侧工具栏切换
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GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, GameManager.RunModelMgr.SceneType);
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//恢复场景中各项装备
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BaseToolOrDevice[] allThings = FindObjectsOfType<BaseToolOrDevice>();
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foreach (BaseToolOrDevice item in allThings)
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{
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item.gameObject.SetActive(false);//先全部隐藏
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foreach (ReconnectItemInfo rec in UserExamStat.currentSceneTools)
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{
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if (item.itemInfo.toolName.Equals(rec.toolName) && item.itemInfo.toolId == rec.toolId)
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{
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if (item.itemInfo.selfPosInToolRoom.Equals(rec.selfPosInToolRoom))
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{
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item.gameObject.SetActive(true);
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break;
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}
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}
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}
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}
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//恢复背包中的装备
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List<ItemInfo> itemInPack = ToolAndmaterialMgr.Instance.CreateItemInfoByName(UserExamStat.allToolAndMaterial);
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foreach (ItemInfo item in itemInPack)
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{
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PacksackBagMgr.Instance.AddOneToolOrMater(item);
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}
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//恢复已穿戴的装备
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List<ItemInfo> itemWear = ToolAndmaterialMgr.Instance.CreateItemInfoByName(UserExamStat.allWear);
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foreach (ItemInfo item in itemWear)
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{
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PacksackBagMgr.Instance.WearItemState(item, true);
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}
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//恢复场景内各个触发器状态
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PermanentTriggerBase[] allPermanentTriggers = FindObjectsOfType<PermanentTriggerBase>();
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List<ReconnectTriggerInfo> allReconTrigs = UserExamStat.currentSceneTriggers;
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foreach (PermanentTriggerBase item in allPermanentTriggers)
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{
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item.gameObject.SetActive(false);
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foreach (ReconnectTriggerInfo ret in allReconTrigs)
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{
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if (item.triggerName == ret.triggerName)
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{
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item.gameObject.SetActive(true);
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item.transform.localPosition = ret.selfPosInScene;
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item.transform.localEulerAngles = ret.selfRotInScene;
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break;
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}
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}
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}
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});
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.S))//测试用,按S读取状态保存
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if (Input.GetKeyDown(KeyCode.T))//测试用,按T读取状态保存
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{
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RealtimeStatWriter();
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Debug.Log("当前场景:" + UserExamStat.sceneName);
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}
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else if(Input.GetKeyDown(KeyCode.R))
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else if(Input.GetKeyDown(KeyCode.Y))
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{
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RealtimeStatReader();
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ProcessManager.Instance.HandoverProcess(UserExamStat.processId, UserExamStat.subProcessId, UserExamStat.subProcessStepId);
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RecoverScene();
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/*ProcessManager.Instance.HandoverProcess(UserExamStat.processId, UserExamStat.subProcessId, UserExamStat.subProcessStepId);
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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, GameManager.ProcessMgr.d_Scheme.id, UserExamStat.subProcessId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, UserExamStat.subProcessId);
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//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);*/
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}
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}
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}
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