7.24早上bug修改陶芮奇

This commit is contained in:
taosuqi 2024-07-24 13:38:14 +08:00
parent 5d14b3f1a4
commit e942102737
34 changed files with 4601 additions and 79 deletions

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if (AreAllObjectsHidden()&& concentrator.isPlayAni)
{
StartCoroutine(ScrewdriverBack());
//拆完集中器下端螺丝后才能拆掉集中器后端四颗螺丝
for (int i = 0; i < ConcentratorScrewObj.Length; i++)
{
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "PBR/BaseMaterial"
{
Properties
{
_Tex_D("Tex_D", 2D) = "white" {}
_MainCol("MainCol", Color) = (1,1,1,0)
_Tex_MRao("Tex_M&R&ao", 2D) = "white" {}
_Int_M("Int_M", Range( 0 , 1)) = 1
_Int_R("Int_R", Range( 0 , 1)) = 1
_Int_ao("Int_ao", Range( 0 , 2)) = 1
_Tex_N1("Tex_N1", 2D) = "bump" {}
_Int_N1("Int_N1", Range( 0 , 3)) = 1
_Tex_N2("Tex_N2", 2D) = "bump" {}
_Int_N2("Int_N2", Range( 0 , 3)) = 1
_Tex_E("Tex_E", 2D) = "black" {}
[HDR]_Int_E("Int_E", Color) = (0,0,0,0)
_Whiteint("White int", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Tex_N1;
uniform float _Int_N1;
uniform sampler2D _Tex_N2;
uniform float _Int_N2;
uniform sampler2D _Tex_D;
uniform float4 _MainCol;
uniform float _Whiteint;
uniform sampler2D _Tex_E;
uniform float4 _Int_E;
uniform sampler2D _Tex_MRao;
uniform float _Int_M;
uniform float _Int_R;
uniform float _Int_ao;
void surf( Input i , inout SurfaceOutputStandard o )
{
float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N1, i.uv_texcoord ) );
float3 appendResult19 = (float3(( tex2DNode2.r * _Int_N1 ) , ( tex2DNode2.g * _Int_N1 ) , tex2DNode2.b));
float3 tex2DNode3 = UnpackNormal( tex2D( _Tex_N2, i.uv_texcoord ) );
float3 appendResult47 = (float3(( tex2DNode3.r * _Int_N2 ) , ( tex2DNode3.g * _Int_N2 ) , tex2DNode3.b));
float3 Normal22 = BlendNormals( appendResult19 , appendResult47 );
o.Normal = Normal22;
float4 temp_cast_0 = ((1.0 + (_Whiteint - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
float4 BaseTex24 = pow( ( tex2D( _Tex_D, i.uv_texcoord ) * _MainCol ) , temp_cast_0 );
o.Albedo = BaseTex24.rgb;
float4 Emission41 = ( tex2D( _Tex_E, i.uv_texcoord ) * _Int_E );
o.Emission = Emission41.rgb;
float4 tex2DNode4 = tex2D( _Tex_MRao, i.uv_texcoord );
float Metalness28 = ( tex2DNode4.r * _Int_M );
o.Metallic = Metalness28;
float Smoothness29 = ( ( 1.0 - tex2DNode4.g ) * _Int_R );
o.Smoothness = Smoothness29;
float AmbientOcclusion30 = pow( tex2DNode4.b , _Int_ao );
o.Occlusion = AmbientOcclusion30;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
/// <summary>
/// 序列帧动画组件
/// </summary>
[RequireComponent(typeof(Image))]
public class UGUISpriteAnimation : MonoBehaviour
{
private Image ImageSource;
private int mCurFrame = 0;
private float mDelta = 0;
public float FPS = 5;
public List<Sprite> SpriteFrames;
public bool IsPlaying = false;
public bool Foward = true;
public bool AutoPlay = false;
public bool Loop = false;
public int FrameCount
{
get
{
return SpriteFrames.Count;
}
}
void Awake()
{
ImageSource = GetComponent<Image>();
}
void Start()
{
if (AutoPlay)
{
Play();
}
else
{
IsPlaying = false;
}
}
private void SetSprite(int idx)
{
ImageSource.sprite = SpriteFrames[idx];
//该部分为设置成原始图片大小如果只需要显示Image设定好的图片大小注释掉该行即可。
//ImageSource.SetNativeSize();
}
public void Play()
{
IsPlaying = true;
Foward = true;
}
public void PlayReverse()
{
IsPlaying = true;
Foward = false;
}
void Update()
{
if (!IsPlaying || 0 == FrameCount)
{
return;
}
mDelta += Time.deltaTime;
if (mDelta > 1 / FPS)
{
mDelta = 0;
if (Foward)
{
mCurFrame++;
}
else
{
mCurFrame--;
}
if (mCurFrame >= FrameCount)
{
if (Loop)
{
mCurFrame = 0;
}
else
{
IsPlaying = false;
return;
}
}
else if (mCurFrame < 0)
{
if (Loop)
{
mCurFrame = FrameCount - 1;
}
else
{
IsPlaying = false;
return;
}
}
SetSprite(mCurFrame);
}
}
public void Pause()
{
IsPlaying = false;
}
public void Resume()
{
if (!IsPlaying)
{
IsPlaying = true;
}
}
public void Stop()
{
mCurFrame = 0;
SetSprite(mCurFrame);
IsPlaying = false;
}
public void Rewind()
{
mCurFrame = 0;
SetSprite(mCurFrame);
Play();
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "UI/TextureSheetAnimation"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
_Y_Axit("Y_Axit", Float) = 4
_X_Axit("X_Axit", Float) = 4
_speed("speed", Range( 0 , 1)) = 1
//MASK SUPPORT ADD
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
//MASK SUPPORT END
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
//MASK SUPPORT ADD
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
ColorMask[_ColorMask]
//MASK SUPPORT END
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_COLOR
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform fixed4 _Color;
uniform float _EnableExternalAlpha;
uniform sampler2D _MainTex;
uniform sampler2D _AlphaTex;
uniform float _X_Axit;
uniform float _Y_Axit;
uniform float _speed;
v2f vert( appdata_t IN )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
IN.vertex.xyz += float3(0,0,0) ;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
float2 texCoord58 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
// *** BEGIN Flipbook UV Animation vars ***
// Total tiles of Flipbook Texture
float fbtotaltiles59 = _X_Axit * _Y_Axit;
// Offsets for cols and rows of Flipbook Texture
float fbcolsoffset59 = 1.0f / _X_Axit;
float fbrowsoffset59 = 1.0f / _Y_Axit;
// Speed of animation
float fbspeed59 = _Time.y * (0.0 + (_speed - 0.0) * (15.0 - 0.0) / (1.0 - 0.0));
// UV Tiling (col and row offset)
float2 fbtiling59 = float2(fbcolsoffset59, fbrowsoffset59);
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
// Calculate current tile linear index
float fbcurrenttileindex59 = round( fmod( fbspeed59 + 0.0, fbtotaltiles59) );
fbcurrenttileindex59 += ( fbcurrenttileindex59 < 0) ? fbtotaltiles59 : 0;
// Obtain Offset X coordinate from current tile linear index
float fblinearindextox59 = round ( fmod ( fbcurrenttileindex59, _X_Axit ) );
// Multiply Offset X by coloffset
float fboffsetx59 = fblinearindextox59 * fbcolsoffset59;
// Obtain Offset Y coordinate from current tile linear index
float fblinearindextoy59 = round( fmod( ( fbcurrenttileindex59 - fblinearindextox59 ) / _X_Axit, _Y_Axit ) );
// Reverse Y to get tiles from Top to Bottom
fblinearindextoy59 = (int)(_Y_Axit-1) - fblinearindextoy59;
// Multiply Offset Y by rowoffset
float fboffsety59 = fblinearindextoy59 * fbrowsoffset59;
// UV Offset
float2 fboffset59 = float2(fboffsetx59, fboffsety59);
// Flipbook UV
half2 fbuv59 = texCoord58 * fbtiling59 + fboffset59;
// *** END Flipbook UV Animation vars ***
fixed4 c = ( tex2D( _MainTex, fbuv59 ) * IN.color );
c.rgb *= c.a;
return c;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}
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View File

@ -0,0 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Tiparrow : MonoBehaviour
{
public Image ArrowImage;
// Start is called before the first frame update
void Start()
{
//ArrowImage.gameObject.transform.Find("arrow").GetComponent<GameObject>();
}
private void OnTriggerEnter(Collider other)
{
if (other.tag== "Player")
{
Debug.Log(other.gameObject.name);
ArrowImage.gameObject.SetActive(false);
}
}
private void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
Debug.Log(other.gameObject.name);
ArrowImage.gameObject.SetActive(true);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 80cac561aefa0764598e16cdf32c0484
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -28,6 +28,12 @@ public class ToolManager : MonoBehaviour
/// </summary>
public Button[] RetractBtn;
[Header("梯子提示摆放箭头")]
/// <summary>
/// 梯子提示摆放箭头
/// </summary>
public Image ArrowImage;
public bool inthis = false;
public static ToolManager instans;
@ -171,6 +177,7 @@ public class ToolManager : MonoBehaviour
if (message == "ÌÝ×Ó")
{
Tool[0].gameObject.SetActive(true);
ArrowImage.gameObject.SetActive(false);//提示箭头小时
Ladder.instance.Init();
}
if (message == "Ñéµç±Ê")

View File

@ -8,6 +8,7 @@ using MotionFramework;
using UnityEngine;
using Unity.VisualScripting;
using UnityEngine.EventSystems;
using static System.Windows.Forms.VisualStyles.VisualStyleElement.ProgressBar;
/// <summary>
/// 验电笔
@ -40,6 +41,7 @@ public class ElectricCheckPen : MonoBehaviour
/// </summary>
bool issocket;
private Coroutine coroutine;
void Start()
{
@ -73,7 +75,7 @@ public class ElectricCheckPen : MonoBehaviour
if (hit.collider.gameObject.name == "插座")
{
ElectricCheckPenOBJ.gameObject.transform.SetParent(null);
StartCoroutine(socket());
CheckElectric();
//Warninglight();
Debug.Log(hit.collider.gameObject.name);
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
@ -92,11 +94,24 @@ public class ElectricCheckPen : MonoBehaviour
}
}
/// <summary>
/// Ñéµç
/// </summary>
public void CheckElectric()
{
if (coroutine!=null)
{
StopCoroutine(coroutine);
}
coroutine = StartCoroutine(socket());
}
/// <summary>
/// 验电笔点击插座
/// </summary>
/// <returns></returns>
IEnumerator socket()
private IEnumerator socket()
{
ElectricCheckPenOBJ.gameObject.transform.DOLocalMove(ElectricalInspectionOfficeTrans.gameObject.transform.localPosition, 1f).OnComplete(() =>
{

View File

@ -40,6 +40,12 @@ public class WorkPermit : MonoBehaviour
/// 下一句话按钮
/// </summary>
public Button NextlBtn;
[Header("ÌÝ×ÓÌáʾ°Ú·Å¼ýÍ·")]
/// <summary>
/// ÌÝ×ÓÌáʾ°Ú·Å¼ýÍ·
/// </summary>
public Image ArrowImage;
// Start is called before the first frame update
void Start()
{
@ -51,6 +57,7 @@ public class WorkPermit : MonoBehaviour
Dialogbox.gameObject.SetActive(false);
DialogboxText.text = null;
Destroy(WorkPermitObj);
ArrowImage.gameObject.SetActive(true);
MotionEngine.GetModule<AnimationProcessManager>().HandleClick("客户");
});
@ -72,4 +79,5 @@ public class WorkPermit : MonoBehaviour
Dialogbox.gameObject.SetActive(true);
DialogboxText.text = "我是xx供电公司工作人员这是我的工作证现在我们要对贵户进行现场检查。";
}
}