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