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@ -296,6 +296,7 @@
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@ -21,39 +21,41 @@ public class BtClick : MonoBehaviour
|
|||
|
||||
private void Start()
|
||||
{
|
||||
switch (carType)
|
||||
{
|
||||
case CarType.首页:
|
||||
GameManager.instance.home.Add(this.GetComponent<BtClick>());
|
||||
|
||||
break;
|
||||
case CarType.车类型:
|
||||
GameManager.instance.carType.Add(this.GetComponent<BtClick>());
|
||||
|
||||
break;
|
||||
case CarType.天气:
|
||||
GameManager.instance.weather.Add(this.GetComponent<BtClick>());
|
||||
|
||||
break;
|
||||
case CarType.危险驾驶:
|
||||
GameManager.instance.dangerDriving.Add(this.GetComponent<BtClick>());
|
||||
|
||||
break;
|
||||
}
|
||||
// switch (carType)
|
||||
// {
|
||||
// case CarType.首页:
|
||||
// GameManager.instance.home.Add(this.GetComponent<BtClick>());
|
||||
//
|
||||
// break;
|
||||
// // case CarType.车类型:
|
||||
// // GameManager.instance.carType.Add(this.GetComponent<BtClick>());
|
||||
// //
|
||||
// // break;
|
||||
// case CarType.天气:
|
||||
// GameManager.instance.weather.Add(this.GetComponent<BtClick>());
|
||||
//
|
||||
// break;
|
||||
// case CarType.危险驾驶:
|
||||
// GameManager.instance.dangerDriving.Add(this.GetComponent<BtClick>());
|
||||
//
|
||||
// break;
|
||||
// }
|
||||
|
||||
|
||||
this.GetComponent<Button>().onClick.AddListener(delegate
|
||||
{
|
||||
|
||||
GameManager.instance.UIClick(this.name,carType);
|
||||
Click();
|
||||
GameManager.instance.UIClick(carType,this.name);
|
||||
OnClickSprite();
|
||||
|
||||
Debug.Log("123123");
|
||||
});
|
||||
|
||||
|
||||
OnStartCompleted?.Invoke();
|
||||
// OnStartCompleted?.Invoke();
|
||||
}
|
||||
|
||||
public void Click()
|
||||
public void OnClickSprite()
|
||||
{
|
||||
image.sprite = clickSprite;
|
||||
}
|
||||
|
|
@ -62,4 +64,10 @@ public class BtClick : MonoBehaviour
|
|||
{
|
||||
image.sprite = defaultSprite;
|
||||
}
|
||||
|
||||
|
||||
public void Click()
|
||||
{
|
||||
Debug.Log("点击");
|
||||
}
|
||||
}
|
||||
|
|
@ -33,7 +33,7 @@ public class CarInfoManager : MonoBehaviour
|
|||
#region 耗油量
|
||||
|
||||
public float fuelLevelValue = 100f; // 初始油量
|
||||
public float consumptionRate = 0.1f; // 每公里的油耗
|
||||
private float consumptionRate =50f; // 每公里的油耗
|
||||
public float totalDistanceTraveled = 0f; // 总行驶距离
|
||||
private float speed; // 时速(假设其他脚本会更新这个值)
|
||||
|
||||
|
|
@ -91,18 +91,12 @@ public class CarInfoManager : MonoBehaviour
|
|||
odometer.text = Convert.ToInt32((target.speed * 3.6f)).ToString();
|
||||
speed = target.speed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region 计算耗油量
|
||||
// 计算这一帧行驶的距离
|
||||
float distanceTraveledThisFrame = speed * Time.deltaTime / 3600f; // 将速度从时速转换为每秒,并计算行驶的距离
|
||||
|
||||
// 累积总行驶距离
|
||||
totalDistanceTraveled += distanceTraveledThisFrame;
|
||||
|
||||
// 计算消耗的油量
|
||||
float fuelConsumed = distanceTraveledThisFrame * consumptionRate;
|
||||
float distanceTraveled = speed * Time.deltaTime / 3600f; // 将速度从时速转换为每秒,并计算行驶的距离
|
||||
float fuelConsumed = distanceTraveled * consumptionRate;
|
||||
|
||||
// 更新油量
|
||||
fuelLevelValue -= fuelConsumed;
|
||||
|
|
|
|||
|
|
@ -18,107 +18,114 @@ public class GameManager : MonoBehaviour
|
|||
{
|
||||
public static GameManager instance;
|
||||
|
||||
public List<BtClick> home; //首页
|
||||
public List<BtClick> carType; //车类型
|
||||
public List<BtClick> weather; //天气
|
||||
public List<BtClick> dangerDriving; //危险驾驶
|
||||
// public List<BtClick> home; //首页
|
||||
//
|
||||
// // public List<BtClick> carType; //车类型
|
||||
// public List<BtClick> weather; //天气
|
||||
// public List<BtClick> dangerDriving; //危险驾驶
|
||||
|
||||
public GameObject[] uiGames;
|
||||
|
||||
|
||||
public Button[] btList = new Button[] { };
|
||||
private List<string> stepValues = new List<string>(); // 保存每个步骤的值
|
||||
private int currentStep = 0; // 当前步骤索引
|
||||
|
||||
private CarType carType;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
|
||||
home = new List<BtClick>();
|
||||
carType = new List<BtClick>();
|
||||
weather = new List<BtClick>();
|
||||
dangerDriving = new List<BtClick>();
|
||||
// home = new List<BtClick>();
|
||||
// // carType = new List<BtClick>();
|
||||
// weather = new List<BtClick>();
|
||||
// dangerDriving = new List<BtClick>();
|
||||
|
||||
DontDestroyOnLoad(this);
|
||||
}
|
||||
|
||||
|
||||
private IEnumerator Start()
|
||||
private void Start()
|
||||
{
|
||||
// 等待所有 BtClick 对象的 Start 方法完成
|
||||
yield return StartCoroutine(WaitForBtClickStarts());
|
||||
|
||||
// 所有 BtClick 的 Start 方法已完成,继续执行其他代码
|
||||
Debug.Log("All BtClick Start methods completed.");
|
||||
// 执行其他方法
|
||||
// // 等待所有 BtClick 对象的 Start 方法完成
|
||||
// yield return StartCoroutine(WaitForBtClickStarts());
|
||||
//
|
||||
// // 所有 BtClick 的 Start 方法已完成,继续执行其他代码
|
||||
// Debug.Log("All BtClick Start methods completed.");
|
||||
// // 执行其他方法
|
||||
|
||||
|
||||
for (int i = 0; i < uiGames.Length; i++)
|
||||
{
|
||||
uiGames[i].SetActive(false);
|
||||
}
|
||||
// for (int i = 0; i < uiGames.Length; i++)
|
||||
// {
|
||||
// uiGames[i].SetActive(false);
|
||||
// }
|
||||
//
|
||||
// uiGames[0].SetActive(true);
|
||||
|
||||
uiGames[0].SetActive(true);
|
||||
|
||||
// GetComponent<SteeringWheelController>().buttons = home;
|
||||
|
||||
|
||||
UIClick(CarType.首页, "");
|
||||
}
|
||||
|
||||
private IEnumerator WaitForBtClickStarts()
|
||||
// private IEnumerator WaitForBtClickStarts()
|
||||
// {
|
||||
// // 获取所有 BtClick 实例
|
||||
// BtClick[] btClicks = FindObjectsOfType<BtClick>();
|
||||
// int completedCount = 0;
|
||||
//
|
||||
// // 为每个 BtClick 实例的 OnStartCompleted 事件添加监听器
|
||||
// foreach (var btClick in btClicks)
|
||||
// {
|
||||
// btClick.OnStartCompleted += () => { completedCount++; };
|
||||
// }
|
||||
//
|
||||
// // 等待直到所有 BtClick 实例的 Start 方法完成
|
||||
// while (completedCount < btClicks.Length)
|
||||
// {
|
||||
// yield return null; // 等待一帧
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
public void SceneBts()
|
||||
{
|
||||
// 获取所有 BtClick 实例
|
||||
BtClick[] btClicks = FindObjectsOfType<BtClick>();
|
||||
int completedCount = 0;
|
||||
|
||||
// 为每个 BtClick 实例的 OnStartCompleted 事件添加监听器
|
||||
foreach (var btClick in btClicks)
|
||||
{
|
||||
btClick.OnStartCompleted += () => { completedCount++; };
|
||||
}
|
||||
|
||||
// 等待直到所有 BtClick 实例的 Start 方法完成
|
||||
while (completedCount < btClicks.Length)
|
||||
{
|
||||
yield return null; // 等待一帧
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void UIClick(string name, CarType ct)
|
||||
{
|
||||
List<BtClick> btList = null;
|
||||
|
||||
switch (ct)
|
||||
Button[] buttonArray = new Button[] { };
|
||||
switch (carType)
|
||||
{
|
||||
case CarType.首页:
|
||||
btList = home;
|
||||
buttonArray = uiGames[0].GetComponentsInChildren<Button>();
|
||||
break;
|
||||
case CarType.车类型:
|
||||
btList = carType;
|
||||
break;
|
||||
case CarType.天气:
|
||||
btList = weather;
|
||||
buttonArray = uiGames[1].GetComponentsInChildren<Button>();
|
||||
break;
|
||||
case CarType.危险驾驶:
|
||||
btList = dangerDriving;
|
||||
buttonArray = uiGames[2].GetComponentsInChildren<Button>();
|
||||
break;
|
||||
}
|
||||
|
||||
Reset(btList);
|
||||
|
||||
|
||||
foreach (var v in btList)
|
||||
{
|
||||
Debug.Log(v.name);
|
||||
}
|
||||
btList = buttonArray;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置UI状态
|
||||
/// </summary>
|
||||
/// <param name="list"></param>
|
||||
private void Reset(List<BtClick> list)
|
||||
|
||||
public void UIClick(CarType ct, string btName)
|
||||
{
|
||||
foreach (var v in list)
|
||||
carType = ct;
|
||||
|
||||
SceneBts();
|
||||
|
||||
for (int i = 0; i < btList.Length; i++)
|
||||
{
|
||||
v.Cancel();
|
||||
if (btList[i].name == btName)
|
||||
{
|
||||
btList[i].GetComponent<BtClick>().OnClickSprite();
|
||||
}
|
||||
else
|
||||
{
|
||||
btList[i].GetComponent<BtClick>().Cancel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -147,6 +154,12 @@ public class GameManager : MonoBehaviour
|
|||
currentStep++;
|
||||
uiGames[currentStep].SetActive(true);
|
||||
DisplayCurrentStepValue();
|
||||
|
||||
|
||||
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
|
||||
|
||||
// Debug.Log(uiGames[currentStep].transform.GetChild(0).GetComponent<Button>());
|
||||
GetComponent<SteeringWheelController>().buttons = btList;
|
||||
}
|
||||
|
||||
// 调用这个方法来返回上一个步骤
|
||||
|
|
@ -169,9 +182,10 @@ public class GameManager : MonoBehaviour
|
|||
|
||||
DisplayCurrentStepValue();
|
||||
}
|
||||
|
||||
uiGames[currentStep].transform.GetChild(0).GetComponent<BtClick>().OnClickSprite();
|
||||
}
|
||||
|
||||
// 显示当前步骤的值(仅为示例)
|
||||
private void DisplayCurrentStepValue()
|
||||
{
|
||||
if (currentStep < stepValues.Count)
|
||||
|
|
|
|||
|
|
@ -0,0 +1,185 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine;
|
||||
|
||||
namespace XANTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 自己重写的 Button 按钮
|
||||
/// 1、单击
|
||||
/// 2、双击
|
||||
/// 3、长按
|
||||
/// </summary>
|
||||
public class MyButtonXAN : Selectable, IPointerClickHandler, ISubmitHandler
|
||||
{
|
||||
[Serializable]
|
||||
/// <summary>
|
||||
/// Function definition for a button click event.
|
||||
/// </summary>
|
||||
public class ButtonClickedEvent : UnityEvent { }
|
||||
|
||||
// Event delegates triggered on click.
|
||||
[FormerlySerializedAs("onClick")]
|
||||
[SerializeField]
|
||||
private ButtonClickedEvent m_OnClick = new ButtonClickedEvent();
|
||||
|
||||
protected MyButtonXAN()
|
||||
{ }
|
||||
|
||||
|
||||
public ButtonClickedEvent onClick
|
||||
{
|
||||
get { return m_OnClick; }
|
||||
set { m_OnClick = value; }
|
||||
}
|
||||
|
||||
private void Press()
|
||||
{
|
||||
if (!IsActive() || !IsInteractable())
|
||||
return;
|
||||
|
||||
UISystemProfilerApi.AddMarker("Button.onClick", this);
|
||||
m_OnClick.Invoke();
|
||||
}
|
||||
|
||||
|
||||
[Serializable]
|
||||
/// <summary>
|
||||
/// Function definition for a button click event.
|
||||
/// </summary>
|
||||
public class ButtonLongPressEvent : UnityEvent { }
|
||||
|
||||
[FormerlySerializedAs("onLongPress")]
|
||||
[SerializeField]
|
||||
private ButtonLongPressEvent m_onLongPress = new ButtonLongPressEvent();
|
||||
public ButtonLongPressEvent onLongPress
|
||||
{
|
||||
get { return m_onLongPress; }
|
||||
set { m_onLongPress = value; }
|
||||
}
|
||||
|
||||
[FormerlySerializedAs("OnDoubleClick")]
|
||||
public ButtonClickedEvent m_onDoubleClick = new ButtonClickedEvent();
|
||||
public ButtonClickedEvent OnDoubleClick
|
||||
{
|
||||
get { return m_onDoubleClick; }
|
||||
set { m_onDoubleClick = value; }
|
||||
}
|
||||
|
||||
private bool my_isStartPress = false;
|
||||
|
||||
private float my_curPointDownTime = 0f;
|
||||
|
||||
private float my_longPressTime = 0.6f;
|
||||
|
||||
private bool my_longPressTrigger = false;
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
CheckIsLongPress();
|
||||
}
|
||||
|
||||
void CheckIsLongPress()
|
||||
{
|
||||
if (my_isStartPress && !my_longPressTrigger)
|
||||
{
|
||||
if (Time.time > my_curPointDownTime + my_longPressTime)
|
||||
{
|
||||
my_longPressTrigger = true;
|
||||
my_isStartPress = false;
|
||||
if (m_onLongPress != null)
|
||||
{
|
||||
m_onLongPress.Invoke();
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public virtual void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
//(避免已經點擊進入長按后,擡起的情況)
|
||||
if (!my_longPressTrigger)
|
||||
{
|
||||
// 正常單擊
|
||||
if (eventData.clickCount == 2)
|
||||
{
|
||||
|
||||
if (m_onDoubleClick != null)
|
||||
{
|
||||
m_onDoubleClick.Invoke();
|
||||
}
|
||||
|
||||
}// 雙擊
|
||||
else if (eventData.clickCount == 1)
|
||||
{
|
||||
onClick.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public virtual void OnSubmit(BaseEventData eventData)
|
||||
{
|
||||
Press();
|
||||
|
||||
// if we get set disabled during the press
|
||||
// don't run the coroutine.
|
||||
if (!IsActive() || !IsInteractable())
|
||||
return;
|
||||
|
||||
DoStateTransition(SelectionState.Pressed, false);
|
||||
StartCoroutine(OnFinishSubmit());
|
||||
}
|
||||
|
||||
private IEnumerator OnFinishSubmit()
|
||||
{
|
||||
var fadeTime = colors.fadeDuration;
|
||||
var elapsedTime = 0f;
|
||||
|
||||
while (elapsedTime < fadeTime)
|
||||
{
|
||||
elapsedTime += Time.unscaledDeltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
DoStateTransition(currentSelectionState, false);
|
||||
}
|
||||
|
||||
public override void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
// 按下刷新當前時間
|
||||
base.OnPointerDown(eventData);
|
||||
my_curPointDownTime = Time.time;
|
||||
my_isStartPress = true;
|
||||
my_longPressTrigger = false;
|
||||
}
|
||||
|
||||
public override void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
// 指針擡起,結束開始長按
|
||||
base.OnPointerUp(eventData);
|
||||
my_isStartPress = false;
|
||||
|
||||
}
|
||||
|
||||
public override void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
// 指針移出,結束開始長按,計時長按標志
|
||||
base.OnPointerExit(eventData);
|
||||
my_isStartPress = false;
|
||||
|
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}
|
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}
|
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}
|
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|
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -0,0 +1,101 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI; // 如果您使用的是UGUI
|
||||
|
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public class SteeringWheelController : MonoBehaviour
|
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{
|
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public Button[] buttons; // 您的UI按钮
|
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private int selectedButtonIndex = 0; // 当前选中的按钮索引
|
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private bool hasSelected = false; // 是否已经进行了选择
|
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|
||||
// 假设这是从硬件获取的方向盘角度
|
||||
private float steeringWheelAngle;
|
||||
|
||||
// 方向盘选择角度阈值和中立阈值
|
||||
public float selectionAngleThreshold = 30.0f; // 例如,30度
|
||||
public float neutralAngleThreshold = 5.0f; // 方向盘接近中立位置的阈值
|
||||
|
||||
|
||||
public float testFloatV;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 更新方向盘角度
|
||||
UpdateSteeringWheelAngle();
|
||||
|
||||
// 检查方向盘角度并更新选中的按钮
|
||||
CheckSteeringWheelAngle();
|
||||
}
|
||||
|
||||
|
||||
public void SSSS()
|
||||
{
|
||||
testFloatV = 45;
|
||||
}
|
||||
public void AAAA()
|
||||
{
|
||||
testFloatV = 0;
|
||||
}
|
||||
public void BBB()
|
||||
{
|
||||
testFloatV = -45;
|
||||
}
|
||||
private void UpdateSteeringWheelAngle()
|
||||
{
|
||||
// 这里需要替换成获取硬件方向盘角度的代码
|
||||
steeringWheelAngle = testFloatV;
|
||||
}
|
||||
|
||||
private void CheckSteeringWheelAngle()
|
||||
{
|
||||
if (Mathf.Abs(steeringWheelAngle) < neutralAngleThreshold)
|
||||
{
|
||||
hasSelected = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!hasSelected)
|
||||
{
|
||||
if (steeringWheelAngle > selectionAngleThreshold)
|
||||
{
|
||||
// 向右转动
|
||||
SelectNextButton();
|
||||
hasSelected = true;
|
||||
}
|
||||
else if (steeringWheelAngle < -selectionAngleThreshold)
|
||||
{
|
||||
// 向左转动
|
||||
SelectPreviousButton();
|
||||
hasSelected = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void SelectNextButton()
|
||||
{
|
||||
selectedButtonIndex = (selectedButtonIndex + 1) % buttons.Length;
|
||||
Debug .Log("前进"+selectedButtonIndex);
|
||||
HighlightButton(selectedButtonIndex);
|
||||
}
|
||||
|
||||
private void SelectPreviousButton()
|
||||
{
|
||||
if (selectedButtonIndex == 0)
|
||||
selectedButtonIndex = buttons.Length - 1;
|
||||
else
|
||||
selectedButtonIndex--;
|
||||
|
||||
|
||||
Debug .Log("后退"+selectedButtonIndex);
|
||||
HighlightButton(selectedButtonIndex);
|
||||
}
|
||||
|
||||
private void HighlightButton(int index)
|
||||
{
|
||||
// 根据您的UI系统来高亮选中的按钮
|
||||
// 例如,在UGUI中,您可以改变按钮的颜色或添加一个高亮的边框
|
||||
buttons[index].GetComponent<Button>().onClick.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,11 @@
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MonoImporter:
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
|
@ -5,6 +5,15 @@ namespace Script
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{
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public class test : MonoBehaviour
|
||||
{
|
||||
|
||||
|
||||
public void HHHH()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
private ModbusTcpClient client;
|
||||
private void Start()
|
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{
|
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|
|
|
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|
|
@ -355,7 +355,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &212921908
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||||
|
|
@ -429,7 +429,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 275.4999, y: -443.1}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &253039321
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@ -486,7 +486,7 @@ GameObject:
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@ -898,7 +898,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 25, y: -441}
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m_SizeDelta: {x: 78, y: 51}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &861334047
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|
|
@ -1046,7 +1046,7 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 131.1, y: 403.7}
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m_SizeDelta: {x: 78, y: 66}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &965798848
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||||
|
|
@ -1375,7 +1375,6 @@ MonoBehaviour:
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odometer: {fileID: 1472684604}
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fuelLevel: {fileID: 860052590}
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fuelLevelValue: 100
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consumptionRate: 0.1
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totalDistanceTraveled: 0
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--- !u!1 &1167666203
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GameObject:
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|
@ -1627,7 +1626,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &1426111766
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RectTransform:
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m_ObjectHideFlags: 0
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|
@ -1927,7 +1926,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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@ -0,0 +1,694 @@
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@ -15,10 +23,26 @@ Global
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{50ADFF00-8BA1-5513-3A1B-93449EB2679C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{50ADFF00-8BA1-5513-3A1B-93449EB2679C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{50ADFF00-8BA1-5513-3A1B-93449EB2679C}.Release|Any CPU.Build.0 = Release|Any CPU
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{2FB7B5C3-8350-5D1C-9F5A-F691307D3EFB}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{2FB7B5C3-8350-5D1C-9F5A-F691307D3EFB}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{2FB7B5C3-8350-5D1C-9F5A-F691307D3EFB}.Release|Any CPU.Build.0 = Release|Any CPU
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Reference in New Issue