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e26a60e951
commit
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File diff suppressed because one or more lines are too long
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@ -51,15 +51,16 @@ public class GameLauncher : MonoBehaviour
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}
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}
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private void CreateGameModules()
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private void CreateGameModules()
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{
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{
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// 创建事件管理器
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// 创建事件管理器
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MotionEngine.CreateModule<EventManager>();
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MotionEngine.CreateModule<EventManager>();
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//webrequest管理器
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//webrequest管理器
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MotionEngine.CreateModule<WebRequestManager>();
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MotionEngine.CreateModule<WebRequestManager>();
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//工具包
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//工具包
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MotionEngine.CreateModule<ToolsPackManager>();
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MotionEngine.CreateModule<ToolsPackManager>();
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//数据配置文件
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//数据配置文件
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MotionEngine.CreateModule<DataConfigManager>();
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MotionEngine.CreateModule<DataConfigManager>();
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@ -19606,8 +19606,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMin: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchorMax: {x: 0.5, y: 1}
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m_AnchoredPosition: {x: 0, y: -50}
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m_AnchoredPosition: {x: 0, y: -72}
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m_SizeDelta: {x: 1920, y: 94}
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m_SizeDelta: {x: 1920, y: 144}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &884140861
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--- !u!114 &884140861
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MonoBehaviour:
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MonoBehaviour:
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@ -26006,7 +26006,7 @@ GameObject:
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- component: {fileID: 1290596211}
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- component: {fileID: 1290596211}
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- component: {fileID: 1290596210}
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- component: {fileID: 1290596210}
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m_Layer: 5
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m_Layer: 5
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m_Name: Button (Legacy) (1)
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m_Name: "\u4E34\u65F6\u7528\u7535"
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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@ -32173,6 +32173,8 @@ MonoBehaviour:
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- {fileID: 588400109}
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- {fileID: 588400109}
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- {fileID: 1485260145}
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- {fileID: 1485260145}
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- {fileID: 2018635915}
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- {fileID: 2018635915}
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ui: {fileID: 1393670468}
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processBt: {fileID: 1290596210}
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PutBack: {fileID: 506401300}
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PutBack: {fileID: 506401300}
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--- !u!1 &1511629609
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--- !u!1 &1511629609
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GameObject:
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GameObject:
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@ -162,13 +162,13 @@ public class Screwdriver : MonoBehaviour
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StartCoroutine(ScrewdriverBack());
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StartCoroutine(ScrewdriverBack());
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ElectricWireBcr.enabled = true;
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ElectricWireBcr.enabled = true;
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StartCoroutine(IEElectricWire());
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StartCoroutine(IEElectricWire());
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Debug.Log("所有螺丝都已隐藏");
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// Debug.Log("所有螺丝都已隐藏");
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}
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}
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//集中器外壳上的封印和螺丝
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//集中器外壳上的封印和螺丝
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if (AllHubOfHubs())
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if (AllHubOfHubs())
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{
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{
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HubCoverObj.gameObject.transform.DOLocalMove(new Vector3(0, 0.0167f, -0.2387f),1);
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HubCoverObj.gameObject.transform.DOLocalMove(new Vector3(0, 0.0167f, -0.2387f),1);
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Debug.Log("所有集线器盖子螺丝都已隐藏");
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// Debug.Log("所有集线器盖子螺丝都已隐藏");
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}
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}
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if (ConcentratorScrew())
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if (ConcentratorScrew())
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{
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{
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@ -13,8 +13,10 @@ namespace DefaultNamespace.ProcessMode
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public HashSet<GameObject> ClickedObjects { get; private set; } // 已点击的对象集合
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public HashSet<GameObject> ClickedObjects { get; private set; } // 已点击的对象集合
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public int CurrentObjectIndex { get; set; } // 当前对象的点击索引,仅用于按顺序点击的情况
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public int CurrentObjectIndex { get; set; } // 当前对象的点击索引,仅用于按顺序点击的情况
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public bool FeedbackDisplayed { get; set; } // 是否已经显示过反馈
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public bool FeedbackDisplayed { get; set; } // 是否已经显示过反馈
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public string StepDescription { get; set; }
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public ActionWithDescription(List<GameObject> targetObjects, Action action, string description, bool isSequential)
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public ActionWithDescription(List<GameObject> targetObjects, Action action, string description, bool isSequential,string stepDescription)
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{
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{
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TargetObjects = targetObjects ?? new List<GameObject>();
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TargetObjects = targetObjects ?? new List<GameObject>();
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Action = action;
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Action = action;
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@ -23,10 +25,8 @@ namespace DefaultNamespace.ProcessMode
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ClickedObjects = new HashSet<GameObject>(); // 初始化已点击的对象集合
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ClickedObjects = new HashSet<GameObject>(); // 初始化已点击的对象集合
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CurrentObjectIndex = 0; // 初始化为第一个对象
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CurrentObjectIndex = 0; // 初始化为第一个对象
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FeedbackDisplayed = false; // 初始化反馈未显示
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FeedbackDisplayed = false; // 初始化反馈未显示
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StepDescription = stepDescription;
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}
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}
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}
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}
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}
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}
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@ -21,10 +21,14 @@ namespace DefaultNamespace.ProcessMode
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public AnimationProcess CurrentProcess => processes[currentMode.ToString()];
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public AnimationProcess CurrentProcess => processes[currentMode.ToString()];
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public delegate void CompleteEventHandler();
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public delegate void CompleteEventHandler();
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public delegate void UIEventHandler();
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public delegate void SendMessagePrompt(string message);
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public delegate void SendMessagePrompt(string message);
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// 定义一个事件,使用委托类型
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// 定义一个事件,使用委托类型
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public event CompleteEventHandler OnCompleteEvent;
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public event CompleteEventHandler OnCompleteEvent;
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public event UIEventHandler OnUIEvent;
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public event SendMessagePrompt OnSendMessagePrompt;
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public event SendMessagePrompt OnSendMessagePrompt;
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public void AddProcess(string type)
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public void AddProcess(string type)
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@ -153,6 +157,12 @@ namespace DefaultNamespace.ProcessMode
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{
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{
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var nextStep = processes[currentMode.ToString()].Steps[currentStepIndex];
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var nextStep = processes[currentMode.ToString()].Steps[currentStepIndex];
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PrepareNextStep(currentMode, nextStep.Actions[0]); // 准备下一个步骤
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PrepareNextStep(currentMode, nextStep.Actions[0]); // 准备下一个步骤
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if (nextStep.Actions[0].StepDescription == "临时用电")
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{
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Debug.Log("临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电");
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OnUIEvent();
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}
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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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@ -168,6 +178,12 @@ namespace DefaultNamespace.ProcessMode
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{
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{
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Debug.Log("开始下一个动作!");
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Debug.Log("开始下一个动作!");
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PrepareNextStep(currentMode, step.Actions[currentActionIndex]); // 传递下一个动作对象
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PrepareNextStep(currentMode, step.Actions[currentActionIndex]); // 传递下一个动作对象
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if (step.Actions[currentActionIndex].StepDescription == "临时用电")
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{
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Debug.Log("临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电临时用电");
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OnUIEvent();
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}
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}
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}
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}
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}
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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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if (nextStepOrAction is ActionWithDescription action)
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if (nextStepOrAction is ActionWithDescription action)
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{
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{
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Debug.Log($"培训模式:{action.Description}");
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Debug.Log($"培训模式:{action.Description}");
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OnSendMessagePrompt("提示:"+action.Description);
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OnSendMessagePrompt("提示:" + action.Description);
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}
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}
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else if (nextStepOrAction is AnimationStep step)
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else if (nextStepOrAction is AnimationStep step)
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{
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{
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if (step.Actions.Count > 0)
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if (step.Actions.Count > 0)
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{
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{
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Debug.Log($"培训模式:{step.Actions[0].Description}");
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Debug.Log($"培训模式:{step.Actions[0].Description}");
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OnSendMessagePrompt("提示:"+step.Actions[0].Description);
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OnSendMessagePrompt("提示:" + step.Actions[0].Description);
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}
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}
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}
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}
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@ -54,7 +54,7 @@ namespace DefaultNamespace.ProcessMode
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}
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}
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Action action = () => { };
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Action action = () => { };
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actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential));
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actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential,stepData.StepDescription));
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}
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}
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AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
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AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
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foreach (var stepData in stepsContainer.Steps)
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foreach (var stepData in stepsContainer.Steps)
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{
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{
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List<ActionWithDescription> actions = new List<ActionWithDescription>();
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List<ActionWithDescription> actions = new List<ActionWithDescription>();
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foreach (var actionData in stepData.Actions)
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foreach (var actionData in stepData.Actions)
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{
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{
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List<GameObject> targetObjects = new List<GameObject>();
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List<GameObject> targetObjects = new List<GameObject>();
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}
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}
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Action action = () => { };
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Action action = () => { };
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actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential));
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actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential,stepData.StepDescription));
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}
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}
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AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
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AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
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}
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}
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]
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]
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},
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},
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{
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"stepDescription": "临时用电",
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"score": 0,
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"actions": [
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{
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"description": "安装完成后,UI出现申请测试,点击临时用电测试申请,确认后进行通电调试。",
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"score": 0,
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"isSequential": false,
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"targetObjects": [
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"临时用电"
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]
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}
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]
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},
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{
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{
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"stepDescription": "验电",
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"stepDescription": "验电",
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"score": 0,
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"score": 0,
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@ -282,7 +296,7 @@
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"score": 0,
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"score": 0,
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"isSequential": false,
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"isSequential": false,
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"targetObjects": [
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"targetObjects": [
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"柜门卡栓",
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"柜门卡栓"
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]
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]
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}
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}
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]
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]
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{
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{
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isPlayAni = false;
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isPlayAni = false;
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StartCoroutine(TapeBack());
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StartCoroutine(TapeBack());
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Debug.Log("所有螺丝都显示");
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// Debug.Log("所有螺丝都显示");
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}
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}
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}
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}
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using MotionFramework;
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using MotionFramework;
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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 DefaultNamespace.ProcessMode;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UI;
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@ -11,6 +12,8 @@ public class DisplayKnapsackObjects : MonoBehaviour
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{
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{
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public GameObject[] Tool;
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public GameObject[] Tool;
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public GameObject ui;
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public Button processBt;
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/// <summary>
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/// <summary>
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/// ·Å»Ø±³°ü°´Å¥
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/// ·Å»Ø±³°ü°´Å¥
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/// </summary>
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/// </summary>
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void Start()
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void Start()
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{
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{
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MotionEngine.GetModule<ToolsPackManager>().OnStringEvent += HandleStringEvent;
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MotionEngine.GetModule<ToolsPackManager>().OnStringEvent += HandleStringEvent;
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MotionEngine.GetModule<AnimationProcessManager>().OnUIEvent += UIEvent;
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PutBack.onClick.AddListener(() => {
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PutBack.onClick.AddListener(() => {
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if (Tool[0].activeInHierarchy)
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if (Tool[0].activeInHierarchy)
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{
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{
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@ -51,10 +57,19 @@ public class DisplayKnapsackObjects : MonoBehaviour
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Tool[6].gameObject.SetActive(false);
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Tool[6].gameObject.SetActive(false);
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}
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}
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});
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});
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processBt.onClick.AddListener(delegate
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{
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MotionEngine.GetModule<AnimationProcessManager>().HandleClick(processBt.gameObject);
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ui.SetActive(false);
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});
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}
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}
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private void UIEvent()
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{
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ui.SetActive(true);
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}
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private void HandleStringEvent(string message)
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private void HandleStringEvent(string message)
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{
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{
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if (message == "ÌÝ×Ó")
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if (message == "ÌÝ×Ó")
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