///
/// 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();
}