This commit is contained in:
yzx 2024-06-24 14:36:37 +08:00
parent 8338b2dbc0
commit e499103b4e
9 changed files with 10 additions and 163 deletions

View File

@ -16,19 +16,9 @@ using UnityEngine.SceneManagement;
public class GameLauncher : MonoBehaviour
{
[Tooltip("在编辑器下模拟运行")]
public bool SimulationOnEditor = true;
public string sceneName;
void Awake()
{
#if !UNITY_EDITOR
SimulationOnEditor = false;
#endif
// 初始化控制台
//if (Application.isEditor || Debug.isDebugBuild)
// DeveloperConsole.Initialize();
// 初始化框架
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
}
@ -44,12 +34,6 @@ public class GameLauncher : MonoBehaviour
// 更新框架
MotionEngine.Update();
}
void OnGUI()
{
// 绘制控制台
//if (Application.isEditor || Debug.isDebugBuild)
// DeveloperConsole.Draw();
}
private async void CreateGameModules()
{

View File

@ -10,20 +10,20 @@ using UnityEngine;
public class MessageManager : MonoBehaviour
{
public TMP_Text text;
async void Start()
{
async void Start()
{
await Task.Delay(TimeSpan.FromSeconds(1));
if ( MotionEngine.GetModule<AnimationProcessManager>().GetProcessMode() == ProcessMode.Teaching || MotionEngine.GetModule<AnimationProcessManager>().GetProcessMode() == ProcessMode.Assessment)
if (MotionEngine.GetModule<AnimationProcessManager>().GetProcessMode() == ProcessMode.Teaching || MotionEngine.GetModule<AnimationProcessManager>().GetProcessMode() == ProcessMode.Assessment)
{
this.gameObject.SetActive(false);
}
MotionEngine.GetModule<AnimationProcessManager>().OnSendMessagePrompt += SendMessagePrompt;
}
private void SendMessagePrompt(string message)
{
text.text = message;
}
}
}

View File

@ -38,6 +38,9 @@ namespace DefaultNamespace.ProcessMode
public event CompleteEventHandler OnCompleteEvent;
public event UIEventHandler OnUIEvent;
/// <summary>
/// 右上角消息通知
/// </summary>
public event SendMessagePrompt OnSendMessagePrompt;
@ -53,12 +56,6 @@ namespace DefaultNamespace.ProcessMode
Enum.TryParse(type, true, out currentMode);
}
public void ClearProcess()
{
processes.Clear();
}
public void AddStepToProcess(string type, AnimationStep step)
{
if (processes.ContainsKey(type))
@ -556,6 +553,7 @@ namespace DefaultNamespace.ProcessMode
actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential, stepData.StepDescription));
}
//通过接口获取分数数据
// AnimationStep step = new AnimationStep(stepData.StepDescription, _sceneStepData.taskList[0].stepList[index].defaultScore, actions);
AnimationStep step = new AnimationStep(stepData.StepDescription,stepData.Score , actions);
index++;

View File

@ -1,19 +0,0 @@
using UnityEngine;
namespace DefaultNamespace.ProcessMode
{
public class IncorrectClick
{
public GameObject ClickedObject { get; set; }
public int StepIndex { get; set; }
public int ActionIndex { get; set; } // 新增:动作索引
public IncorrectClick(GameObject clickedObject, int stepIndex, int actionIndex)
{
ClickedObject = clickedObject;
StepIndex = stepIndex;
ActionIndex = actionIndex;
}
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e49a83ec6ff240d38d3b702d006793b2
timeCreated: 1718155453

View File

@ -1,85 +0,0 @@
// using UnityEngine;
// using UnityEngine.UI;
//
// namespace DefaultNamespace.ProcessMode
// {
// public class ProcessUIManager : MonoBehaviour
// {
// public Text trainingTextBox; // 培训模式的文本框
// public Text practiceTextBox; // 练习模式的文本框
// public GameObject highlightObject; // 高亮对象,用于教学模式
//
// public AnimationProcessManager processManager; // 流程管理器实例
//
// private void Start()
// {
// processManager = new AnimationProcessManager(); // 传递UIManager实例
// }
//
// private void Update()
// {
// if (Input.GetMouseButtonDown(0))
// {
// GameObject clickedObject = DetectClickedObject();
// if (clickedObject != null)
// {
// processManager.HandleClick(clickedObject);
// }
// }
// }
//
// /// <summary>
// /// 检测点击的对象
// /// </summary>
// /// <returns>点击的对象</returns>
// private GameObject DetectClickedObject()
// {
// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// RaycastHit hit;
// if (Physics.Raycast(ray, out hit))
// {
// return hit.collider.gameObject;
// }
//
// return null;
// }
//
// /// <summary>
// /// 显示培训步骤信息
// /// </summary>
// /// <param name="step">当前步骤</param>
// public void ShowTrainingStep(AnimationStep step)
// {
// if (trainingTextBox != null)
// {
// trainingTextBox.text = step.Description;
// }
// }
//
// /// <summary>
// /// 显示练习步骤信息
// /// </summary>
// /// <param name="step">当前步骤</param>
// public void ShowPracticeStep(AnimationStep step)
// {
// if (practiceTextBox != null)
// {
// practiceTextBox.text = step.Description;
// }
// }
//
// /// <summary>
// /// 高亮显示下一个需要点击的地方(教学模式)
// /// </summary>
// /// <param name="step">当前步骤</param>
// public void HighlightNextStep(AnimationStep step)
// {
// if (highlightObject != null)
// {
// highlightObject.SetActive(true);
// // 假设你有一个方法来定位高亮对象
// // highlightObject.transform.position = ...;
// }
// }
// }
// }

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7ebad6a729d44621873e93e1cd6f2b60
timeCreated: 1717742043

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@ -1,14 +0,0 @@
using UnityEngine;
namespace DefaultNamespace.ProcessMode
{
[ScriptDescription("场景的流程启动器")]
public class SceneProcessLauncher : MonoBehaviour
{
private void Start()
{
}
}
}

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@ -1,11 +0,0 @@
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defaultReferences: []
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