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54fd8a2094
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Assets
Font
Scenes/智能家居
Scripts
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@ -17,16 +17,19 @@ public class Control_Curtain : MonoBehaviour
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/// 点击的窗帘
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/// 点击的窗帘
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/// </summary>
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/// </summary>
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public Transform curtain;
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public Transform curtain;
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public Toggle Open;
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public Toggle Close;
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private void Awake()
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private void Awake()
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{
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{
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Instance = this;
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Instance = this;
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}
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}
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void Start()
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void Start()
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{
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{
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opencurtain.onClick.AddListener(() =>
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//opencurtain.onClick.AddListener(() =>
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{
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//{
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Opencurtains();
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// Opencurtains();
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});
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//});
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}
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}
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public void Opencurtains()
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public void Opencurtains()
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{
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{
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@ -39,15 +42,14 @@ public class Control_Curtain : MonoBehaviour
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/// <returns></returns>
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/// <returns></returns>
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void Opencurtain()
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void Opencurtain()
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{
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{
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if (curtain.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 0)
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if (curtain.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 0)
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{
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{
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opencurtain.GetComponentInChildren<TextMeshProUGUI>().text = "À¿ª´°Á±";
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Open.isOn = false;
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curtain.GetComponent<Animation>().Play("窗帘开");
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curtain.GetComponent<Animation>().Play("窗帘开");
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}
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}
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else if (curtain.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 100)
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else if (curtain.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 100)
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{
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{
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opencurtain.GetComponentInChildren<TextMeshProUGUI>().text = "ÀÆð´°Á±";
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Open.isOn = true;
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curtain.GetComponent<Animation>().Play("窗帘关");
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curtain.GetComponent<Animation>().Play("窗帘关");
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}
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}
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}
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}
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@ -33,9 +33,13 @@ public class Control_Light : MonoBehaviour
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/// <summary>
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/// <summary>
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/// ³õʼ·¢É¢ÑÕÉ«
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/// ³õʼ·¢É¢ÑÕÉ«
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/// </summary>
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/// </summary>
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private Color InitColor = new Color(1, 1,1);
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private Color InitColor = new Color(1, 1, 1);
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public TMP_InputField listenFeild;
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public TMP_InputField listenFeild;
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public Button enter;
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public Button enter;
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public Toggle cool;
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public Toggle warm;
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public Toggle Incandescent;
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private void Awake()
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private void Awake()
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{
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{
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Instance = this;
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Instance = this;
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@ -129,7 +133,7 @@ public class Control_Light : MonoBehaviour
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{
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{
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if (IsOpen)
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if (IsOpen)
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{
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{
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Open.transform.GetComponentInChildren<TextMeshProUGUI>().text = "šŘ";
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//Open.transform.GetComponentInChildren<TextMeshProUGUI>().text = "¹Ø";
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for (int i = 0; i < LightsModel.Count; i++)
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for (int i = 0; i < LightsModel.Count; i++)
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{
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{
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Material material = LightsModel[i].GetComponent<MeshRenderer>().materials[0];
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Material material = LightsModel[i].GetComponent<MeshRenderer>().materials[0];
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@ -140,7 +144,7 @@ public class Control_Light : MonoBehaviour
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}
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}
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else
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else
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{
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{
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Open.transform.GetComponentInChildren<TextMeshProUGUI>().text = "żŞ";
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//Open.transform.GetComponentInChildren<TextMeshProUGUI>().text = "¿ª";
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for (int i = 0; i < LightsModel.Count; i++)
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for (int i = 0; i < LightsModel.Count; i++)
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{
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{
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Material material = LightsModel[i].GetComponent<MeshRenderer>().materials[0];
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Material material = LightsModel[i].GetComponent<MeshRenderer>().materials[0];
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@ -155,7 +159,8 @@ public class Control_Light : MonoBehaviour
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/// </summary>
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/// </summary>
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public void Coollight()
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public void Coollight()
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{
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{
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warm.isOn = false;
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Incandescent.isOn = false;
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InitColor = new Color(0, 0.6145419f, 0.9433962f);
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InitColor = new Color(0, 0.6145419f, 0.9433962f);
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for (int i = 0; i < LightsModel.Count; i++)
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for (int i = 0; i < LightsModel.Count; i++)
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{
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{
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@ -168,6 +173,8 @@ public class Control_Light : MonoBehaviour
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/// </summary>
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/// </summary>
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public void Warmlight()
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public void Warmlight()
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{
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{
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cool.isOn = false;
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Incandescent.isOn = false;
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InitColor = new Color(1, 0.6831585f, 0);
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InitColor = new Color(1, 0.6831585f, 0);
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for (int i = 0; i < LightsModel.Count; i++)
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for (int i = 0; i < LightsModel.Count; i++)
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{
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{
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@ -180,6 +187,8 @@ public class Control_Light : MonoBehaviour
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/// </summary>
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/// </summary>
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public void Incandescentlight()
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public void Incandescentlight()
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{
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{
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cool.isOn = false;
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warm.isOn = false;
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InitColor = new Color(1, 1, 1);
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InitColor = new Color(1, 1, 1);
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for (int i = 0; i < LightsModel.Count; i++)
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for (int i = 0; i < LightsModel.Count; i++)
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{
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{
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@ -12,18 +12,21 @@ public class Control_Windows : MonoBehaviour
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/// <summary>
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/// <summary>
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/// ¿ª/¹Ø´°»§
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/// ¿ª/¹Ø´°»§
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/// </summary>
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/// </summary>
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public Button openwindows;
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//public Button openwindows;
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/// <summary>
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/// <summary>
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/// µã»÷µÄ´°»§
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/// µã»÷µÄ´°»§
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/// </summary>
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/// </summary>
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public Transform window;
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public Transform window;
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public Toggle open;
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public Toggle close;
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private void Awake()
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private void Awake()
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{
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{
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Instance = this;
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Instance = this;
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}
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}
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void Start()
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void Start()
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{
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{
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openwindows.onClick.AddListener(() => { Openwindows(); });
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//openwindows.onClick.AddListener(() => { Openwindows(); });
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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void Update()
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void Update()
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@ -42,7 +45,8 @@ public class Control_Windows : MonoBehaviour
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{
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{
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if (window.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 0)
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if (window.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 0)
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{
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{
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openwindows.GetComponentInChildren<TextMeshProUGUI>().text = "关窗";
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close.isOn = false;
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//openwindows.GetComponentInChildren<TextMeshProUGUI>().text = "¹Ø´°";
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for (int i = 1; i < 101; i++)
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for (int i = 1; i < 101; i++)
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{
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{
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window.GetComponent<SkinnedMeshRenderer>().SetBlendShapeWeight(0, i);
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window.GetComponent<SkinnedMeshRenderer>().SetBlendShapeWeight(0, i);
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@ -51,7 +55,8 @@ public class Control_Windows : MonoBehaviour
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}
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}
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else if (window.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 100)
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else if (window.GetComponent<SkinnedMeshRenderer>().GetBlendShapeWeight(0) == 100)
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{
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{
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openwindows.GetComponentInChildren<TextMeshProUGUI>().text = "开窗";
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open.isOn = false;
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//openwindows.GetComponentInChildren<TextMeshProUGUI>().text = "¿ª´°";
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for (int i = 100; i >= 0; i--)
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for (int i = 100; i >= 0; i--)
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{
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{
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window.GetComponent<SkinnedMeshRenderer>().SetBlendShapeWeight(0, i);
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window.GetComponent<SkinnedMeshRenderer>().SetBlendShapeWeight(0, i);
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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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@ -5,19 +6,43 @@ using UnityEngine.UI;
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public class PlayImage : MonoBehaviour
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public class PlayImage : MonoBehaviour
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{
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{
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public static PlayImage Instance;
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public Sprite[] sprites; // 存储序列帧动画的所有帧
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public Sprite[] sprites; // 存储序列帧动画的所有帧
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public float framesPerSecond = 10.0f; // 每秒播放的帧数
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public float framesPerSecond = 10.0f; // 每秒播放的帧数
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private float index = 0;
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private int imageindex = 0;
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public Image image;
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public Image image;
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bool isPlay = false;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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private void Update()
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{
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{
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StartCoroutine(PlaySprites());
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if (isPlay)
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{
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index += 0.3f;
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if (index >= framesPerSecond)
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{
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imageindex++;
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index = 0;
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if (imageindex >= sprites.Length)
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{
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imageindex = 0;
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}
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image.sprite = sprites[imageindex];
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}
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}
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else
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{
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image.sprite = sprites[0];
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}
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}
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}
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public void PlayImager()
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IEnumerator PlaySprites()
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{
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{
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while (true)
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isPlay = !isPlay;
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}
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IEnumerator PlaySprites(bool isPlay)
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{
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while (isPlay)
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{
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{
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for (int i = 0; i < sprites.Length; i++)
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for (int i = 0; i < sprites.Length; i++)
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{
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{
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