替换验电笔交互方式
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--- !u!114 &1067605744
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@ -113,4 +113,5 @@ public class GlobalFlag
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|||
/// 当前加载进入的场景
|
||||
/// </summary>
|
||||
public static string currentLoadSceneName;
|
||||
public static string ipAdress;
|
||||
}
|
||||
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@ -42,6 +42,7 @@ namespace Adam
|
|||
SceneLoad.Instance.MaskLoadInfoPanel();
|
||||
//ExamusersController.Instance.Init();
|
||||
string sceneInfo = userID.text;
|
||||
UIManager.Instance.toolsItemManager.ResetState(false);
|
||||
SwitchPanel();
|
||||
UIManager.Instance.backToToolBtn.gameObject.SetActive(true);
|
||||
UIManager.Instance.threeDTip.transform.parent.gameObject.SetActive(false);
|
||||
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|
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@ -39,6 +39,7 @@ public class LoginController : MonoBehaviour
|
|||
// Use this for initialization
|
||||
public void Start()
|
||||
{
|
||||
WebIPAdress.Instance.OnInit();
|
||||
UIManager.Instance.Init(GlobalFlag.examId, GlobalFlag.currentSceneName);
|
||||
FileUtil.WriteToLocal("1", "start.ini");
|
||||
//var res = await AsyncWebReq.Get<LineLossData>(url);
|
||||
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@ -76,6 +77,7 @@ public class LoginController : MonoBehaviour
|
|||
GlobalFlag.classId = int.Parse(data[7]);
|
||||
GlobalFlag.examinationRoom = int.Parse(data[8]);
|
||||
UIManager.Instance.timers.SetTime(int.Parse(data[6]));
|
||||
GlobalFlag.ipAdress = data[9];
|
||||
//foreach (var item in data)
|
||||
//{
|
||||
// Debug.Log(item);
|
||||
|
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@ -152,7 +154,7 @@ public class LoginController : MonoBehaviour
|
|||
errorInfo.text = "";
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
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|
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|
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@ -28,6 +28,7 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
public GameObject currentTool;
|
||||
public GameObject ServerRecorderPanel;
|
||||
public ToolParentItem toolParentItemPrefab;
|
||||
public GameObject ladderTips;
|
||||
private void Start()
|
||||
{
|
||||
|
||||
|
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@ -40,6 +41,7 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
});
|
||||
recoverBtn.gameObject.SetActive(false);
|
||||
ServerRecorderPanel.SetActive(false);
|
||||
ladderTips.SetActive(false);
|
||||
}
|
||||
|
||||
public void SwictchToolPanel(bool isActive)
|
||||
|
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@ -55,29 +57,6 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
public void CreatToolItem(GameObject currentModel, Vector3 pos, Vector3 RotPos)
|
||||
{
|
||||
|
||||
//bool isHave = false;
|
||||
//if (!currentModel.name.Contains("钳形电流表"))
|
||||
//{
|
||||
// for (int i = 0; i < toolItems.Count; i++)
|
||||
// {
|
||||
// string nameTemp;
|
||||
// if (currentModel.name.Contains("_"))
|
||||
// {
|
||||
// nameTemp = currentModel.name.Split("_")[0];
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// nameTemp = currentModel.name;
|
||||
// }
|
||||
// if (toolItems[i] != null && toolItems[i].toolName.Contains(nameTemp))
|
||||
// {
|
||||
// toolItems[i].SetCount();
|
||||
// isHave = true;
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
|
||||
//if (isHave) return;
|
||||
ToolItem tTemp = Instantiate(toolItemPrefab, toolsContent);
|
||||
tTemp.SetValue(currentModel.name, currentModel.transform, pos, RotPos);
|
||||
tTemp.SetState(true);
|
||||
|
|
@ -86,6 +65,7 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
tTemp.selfButton.interactable = true;
|
||||
tTemp.selfButton.onClick.AddListener(() =>
|
||||
{
|
||||
|
||||
UIManager.Instance.jobCardController.jobCardPanel.SetActive(true);
|
||||
SetToggleState();
|
||||
UIManager.Instance.bottomCotroller.SwitchFirstPerson(false);
|
||||
|
|
@ -109,6 +89,12 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
GameManager.Instance.ladderCtr.SwitchLadder(tTemp.toolName);
|
||||
UIManager.Instance.bottomCotroller.updownLadder.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
StopCoroutine(WaitShowLadderTips());
|
||||
StartCoroutine(WaitShowLadderTips());
|
||||
}
|
||||
CloseAllSmallToolBar();
|
||||
});
|
||||
}
|
||||
else
|
||||
|
|
@ -119,6 +105,7 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
recoverBtn.gameObject.SetActive(true);
|
||||
bottomToolToggle.interactable = false;
|
||||
SetToggleState();
|
||||
CloseAllSmallToolBar();
|
||||
});
|
||||
}
|
||||
toolItems.Add(tTemp);
|
||||
|
|
@ -219,7 +206,7 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
mergedItemsHave[tempName].Remove(value);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (mergedItemsHave[tempName].Count < 1)
|
||||
{
|
||||
for (int i = 0; i < toolParentItems.Count; i++)
|
||||
|
|
@ -304,12 +291,27 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
toolParentItems[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetState()
|
||||
/// <summary>
|
||||
/// 关闭所有合并文件夹中得smallToolbar
|
||||
/// </summary>
|
||||
public void CloseAllSmallToolBar()
|
||||
{
|
||||
for (int i = 0; i < toolParentItems.Count; i++)
|
||||
{
|
||||
if (toolParentItems[i] != null)
|
||||
toolParentItems[i].smallToolBar.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 在工具间- true,不在工具间 - false
|
||||
/// </summary>
|
||||
/// <param name="isNotInToolRoom"></param>
|
||||
public void ResetState(bool isNotInToolRoom)
|
||||
{
|
||||
for (int i = 0; i < toolItems.Count; i++)
|
||||
{
|
||||
toolItems[i].SetState(true);
|
||||
if (toolItems[i] != null)
|
||||
toolItems[i].SetState(isNotInToolRoom);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -321,4 +323,11 @@ public class ToolsItemManager : MonoSingleton<ToolsItemManager>
|
|||
FractionManager.Instance.CheckCallCustomOpenServer(true);
|
||||
ServerRecorderPanel.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public IEnumerator WaitShowLadderTips()
|
||||
{
|
||||
ladderTips.gameObject.SetActive(true);
|
||||
yield return new WaitForSeconds(2f);
|
||||
ladderTips.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -118,7 +118,7 @@ public class UIManager : MonoSingleton<UIManager>
|
|||
bottomCotroller.functionBtn.isOn = false;
|
||||
bottomCotroller.systemBtn.isOn = false;
|
||||
toolsItemManager.recoverEvent.RemoveAllListeners();
|
||||
toolsItemManager.ResetState();
|
||||
toolsItemManager.ResetState(true);
|
||||
if (toolsItemManager.recoverBtn.gameObject.activeSelf)
|
||||
{
|
||||
toolsItemManager.recoverBtn.onClick?.Invoke();
|
||||
|
|
|
|||
|
|
@ -20,14 +20,14 @@ namespace Adam
|
|||
public string[] _allLine;
|
||||
|
||||
// Use this for initialization
|
||||
private void Awake()
|
||||
public void OnInit()
|
||||
{
|
||||
_allLine = FileUtil.ReadAllLineFromLocal("端口配置.txt");
|
||||
|
||||
for (int i = 0; i < _allLine.Length; i++)
|
||||
{
|
||||
string[] info = ToolUtility.GetInfos(_allLine[i], ',');
|
||||
dicAdresses.Add(info[0], info[1]);
|
||||
dicAdresses.Add(info[0], GlobalFlag.ipAdress + info[1]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -77,5 +77,5 @@ Material:
|
|||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 1.5215687, b: 1.7411765, a: 1}
|
||||
- _EmissionColor: {r: 2.3246074, g: 0.05263255, b: 0.05263255, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
|
|
|||
|
|
@ -10,6 +10,8 @@ public class TestPenInteractive : MonoBehaviour
|
|||
public GameObject g1;
|
||||
public bool isDian;
|
||||
List<door_control> list = new List<door_control>();
|
||||
public bool isOver = false;
|
||||
public bool isDown = true;
|
||||
private void Start()
|
||||
{
|
||||
if (transform.GetComponent<ToolModelClick>())
|
||||
|
|
@ -19,53 +21,80 @@ public class TestPenInteractive : MonoBehaviour
|
|||
}
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButton(0))
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//1.参数ray 为射线碰撞检测的光线(返回一个从相机到屏幕鼠标位置的光线)
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit, 100)) //如果碰撞检测到物体
|
||||
if (isDown)
|
||||
{
|
||||
if (hit.collider.transform.tag.Equals("YanDian"))
|
||||
//1.参数ray 为射线碰撞检测的光线(返回一个从相机到屏幕鼠标位置的光线)
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit, 100)) //如果碰撞检测到物体
|
||||
{
|
||||
transform.parent = hit.collider.transform;
|
||||
transform.position = hit.point;
|
||||
if (hit.transform.GetComponent<door_control>())
|
||||
if (hit.collider.transform.tag.Equals("YanDian"))
|
||||
{
|
||||
list.Add(hit.transform.GetComponent<door_control>());
|
||||
FractionManager.Instance.isYanDian = true;
|
||||
hit.transform.GetComponent<door_control>().启用交互 = false;
|
||||
}
|
||||
if (hit.transform.GetComponent<TestPenInteractiveSon>())
|
||||
{
|
||||
if (hit.transform.GetComponent<TestPenInteractiveSon>().isDian)
|
||||
//transform.parent = hit.collider.transform;
|
||||
PenMove(hit.point);
|
||||
isOver = false;
|
||||
//transform.position = hit.point;
|
||||
if (hit.transform.GetComponent<door_control>())
|
||||
{
|
||||
g1.SetActive(true);
|
||||
list.Add(hit.transform.GetComponent<door_control>());
|
||||
FractionManager.Instance.isYanDian = true;
|
||||
hit.transform.GetComponent<door_control>().启用交互 = false;
|
||||
}
|
||||
else
|
||||
if (hit.transform.GetComponent<TestPenInteractiveSon>())
|
||||
{
|
||||
g1.SetActive(false);
|
||||
if (hit.transform.GetComponent<TestPenInteractiveSon>().isDian)
|
||||
{
|
||||
g1.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
g1.SetActive(false);
|
||||
}
|
||||
}
|
||||
isDown = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
g1.SetActive(false);
|
||||
transform.parent = GameManager.Instance.Player.transform;
|
||||
transform.localPosition = new Vector3(0.307f, 0.504f, 0.654f);
|
||||
transform.localEulerAngles = new Vector3(-180, -180, 180);
|
||||
if (isOver)
|
||||
{
|
||||
g1.SetActive(false);
|
||||
transform.parent = GameManager.Instance.Player.transform;
|
||||
transform.localPosition = new Vector3(0.307f, 0.504f, 0.654f);
|
||||
transform.localEulerAngles = new Vector3(-180, -180, 180);
|
||||
isDown = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void PenMove(Vector3 hitPoint)
|
||||
{
|
||||
DG.Tweening.Sequence sequence = DOTween.Sequence();
|
||||
sequence.Append(transform.DOMove(hitPoint, 1f))
|
||||
.AppendInterval(1.5f)
|
||||
.AppendCallback(() =>
|
||||
{
|
||||
isOver = true;
|
||||
});
|
||||
sequence.Play();
|
||||
|
||||
//transform.DOMove(hitPoint, 1f).OnComplete(() =>
|
||||
// {
|
||||
// isOver = true;
|
||||
// }).SetDelay(1f);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
list[i].ÆôÓý»»¥ = true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
private void OnDestroy()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1 +1 @@
|
|||
{"userName":"username","userId":"1","examId":41,"classId":1,"useTime":"5236","examClassId":622,"stepList":[{"stepName":"联系客户","testPoint":"打开服务记录仪、全程记录","setScore":10.0,"score":0.0},{"stepName":"检查工器具","testPoint":"在工具间选择需要带到现场的工器具(验电笔、安全帽、绝缘鞋(设置日期)、钳形表、万用表、螺丝刀(绝缘包裹)、钢丝钳、服务记录仪、绝缘手套、钳形电流表_大、工作卡(背包默认存在工作证、移动作业终端)迷惑项:金属梯子、螺丝刀金属部分未绝缘包裹,日期超期)","setScore":10.0,"score":2.5},{"stepName":"联系客户","testPoint":"出示工作证、告知用户来进行用电检查","setScore":10.0,"score":10.0},{"stepName":"柜门验电","testPoint":"拿出验电笔在有电的地方测试验电笔是否好坏。如果验电笔是好的验过并网柜门之后再次在有电的地方测试验电笔好坏。确保并网柜外壳确无电压。验电流程经过第一个三步之后,后续开门只需要一步","setScore":30.0,"score":30.0},{"stepName":"现场检查","testPoint":"使用万用表对表计电压进行检查是否正常,无断相现象。(电压检测出0V,为异常)","setScore":10.0,"score":10.0},{"stepName":"现场检查","testPoint":"选择钳形电流表合适的量程对一次回路及二次回路电流进行检查。(在配电箱测出的数值无法与计量箱测出数值对应,则为异常,需打开电缆沟寻找窃电位置)","setScore":10.0,"score":10.0},{"stepName":"填写工作单","testPoint":"填写现场工作卡(通过下拉菜单来填写)","setScore":10.0,"score":0.0},{"stepName":"填写异常记录","testPoint":"随时可填写相关现场检查出的问题","setScore":10.0,"score":0.0}]}
|
||||
{"userName":"username","userId":"1","examId":41,"classId":1,"useTime":"4749","examClassId":622,"stepList":[{"stepName":"现场检查","testPoint":"使用万用表对表计电压进行检查是否正常,无断相现象。(电压检测出0V,为异常)","setScore":10.0,"score":0.0},{"stepName":"联系客户","testPoint":"打开服务记录仪、全程记录","setScore":10.0,"score":0.0},{"stepName":"检查工器具","testPoint":"在工具间选择需要带到现场的工器具(验电笔、安全帽、绝缘鞋(设置日期)、钳形表、万用表、螺丝刀(绝缘包裹)、钢丝钳、服务记录仪、绝缘手套、钳形电流表_大、工作卡(背包默认存在工作证、移动作业终端)迷惑项:金属梯子、螺丝刀金属部分未绝缘包裹,日期超期)","setScore":10.0,"score":3.33},{"stepName":"联系客户","testPoint":"出示工作证、告知用户来进行用电检查","setScore":10.0,"score":10.0},{"stepName":"柜门验电","testPoint":"拿出验电笔在有电的地方测试验电笔是否好坏。如果验电笔是好的验过并网柜门之后再次在有电的地方测试验电笔好坏。确保并网柜外壳确无电压。验电流程经过第一个三步之后,后续开门只需要一步","setScore":30.0,"score":30.0},{"stepName":"现场检查","testPoint":"选择钳形电流表合适的量程对一次回路及二次回路电流进行检查。(在配电箱测出的数值无法与计量箱测出数值对应,则为异常,需打开电缆沟寻找窃电位置)","setScore":10.0,"score":10.0},{"stepName":"填写工作单","testPoint":"填写现场工作卡(通过下拉菜单来填写)","setScore":10.0,"score":0.0},{"stepName":"填写异常记录","testPoint":"随时可填写相关现场检查出的问题","setScore":10.0,"score":0.0}]}
|
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@ -1 +1 @@
|
|||
Build from ADAM at 2024/7/18 17:00:09
|
||||
Build from ADAM at 2024/7/23 18:28:57
|
||||
|
|
@ -1 +1 @@
|
|||
2024-06-13 09:04:45#'sxfz://;snxggdj,0,41,1,username,token,90,1,622;/'|
|
||||
2024-06-13 09:04:45#'sxfz://;swxdygpb,0,41,1,username,token,90,1,622,http://21e78de3.r27.cpolar.top;/'|
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
考试提交分数,http://68ff3a39.r27.cpolar.top/pro/score/simulationScore
|
||||
试卷信息,http://68ff3a39.r27.cpolar.top/proSimulationExamination/queryById?id=
|
||||
场景信息,http://68ff3a39.r27.cpolar.top/proSimulationScript/quertById?id=
|
||||
考试提交分数,/pro/score/simulationScore
|
||||
试卷信息,/proSimulationExamination/queryById?id=
|
||||
场景信息,/proSimulationScript/quertById?id=
|
||||
用采界面,http://127.0.0.1:3633/#/
|
||||
分数接口,http://127.0.0.1:10013/Handler/ResultDetail.ashx?action=saveitem&real_name=
|
||||
断电续存,http://127.0.0.1:10013/Handler/ResultDetail.ashx
|
||||