343 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			343 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C#
		
	
	
	
using Components;
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using DG.Tweening;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Data;
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using System.Linq;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public class GameManager : MonoBehaviour
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{
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    public static GameManager Instance;
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    public GameObject Player;
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    [SerializeField] GameObject QianXing;
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    [SerializeField] GameObject WanYon;
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    [SerializeField] GameObject YanDianBi;
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    char[] TempChar = new char[7] { '(', 'C', 'l', 'o', 'n', 'e', ')' };
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    public string dataStr;
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    [SerializeField] List<GameObject> GFGame;//光伏板物体
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    [SerializeField] SceneData SceneData;//暂时数据
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    [SerializeField] List<GameObject> Inverter;
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    [SerializeField] Transform trans;
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    public StopValveGai WanStopValve;//万用表UI旋钮
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    public StopValveGai QianStopValve;//钳形表UI旋钮
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    [SerializeField] GameObject NiBianQi;
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    [SerializeField] Image XiangWeiUI;//相位UI
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    public GameObject temp;
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    public List<GameObject> interactive;
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    public GameObject RedWanYon;
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    public Vector3 RedWanYonPos;
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    public GameObject BlackWanYon;
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    public Vector3 BlackWanYonPos;
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    public GameObject FuAnBiao;
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    public Interactive interactiveEnum = Interactive.none;
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    public Transform biaojiPos;
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    public Camera toolsCam;
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    public Image MultimeterIm;
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    public Image DianFuIm;
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    public Text DianFuTex;
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    [SerializeField] FirstPersonController FirstPersonController;
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    public string SceneName;
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    public GameObject GanTan;
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    public bool GonZuoZheng = false;
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    public bool JiaoHu = false;
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    public bool YanDian = false;
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    [SerializeField] Image HuiFuim;
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    public bool redok = false;
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    public string redData;
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    public DoolsPlayer DoolsPlayer;
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    public LadderCtr ladderCtr;
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    private Vector3 lastPlayerPos = new Vector3();
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    private Vector3 lastPlayereugle = new Vector3();
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    public void Awake()
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    {
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        if (Instance != null)
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        {
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            Destroy(Instance);
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            return;
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        }
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        Instance = this;
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        Scene scene = SceneManager.GetActiveScene();
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        SceneName = scene.name;
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        if (UIManager.Instance.Reconnection.ison)
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        {
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            //init();
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        }
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    }
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    // Start is called before the first frame update
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    private void Start()
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    {
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        UIManager.Instance.toolsItemManager.ItemClick.AddListener(ToolsShow);
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        UIManager.Instance.toolsItemManager.recoverEvent.AddListener(() =>
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        {
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            WanStopValve.gameObject.SetActive(false);
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            QianStopValve.gameObject.SetActive(false);
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            DianFuIm.gameObject.SetActive(false);
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            interactiveEnum = Interactive.none;
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            FirstPersonController.enabled = true;
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        });
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        //string sceneInfo = GlobalFlag.SceneInfo();
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        //var tempStr = sceneInfo.Split('_');
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        if (ladderCtr != null)
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            UIManager.Instance.bottomCotroller.ladderClick += SetPlayerUpDown;
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        int pvwCount = 0;
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        if (GlobalFlag.userType == "正常")
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        {
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            pvwCount = (GlobalFlag.runRL * 1000) / 600;
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        }
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        else if (GlobalFlag.userType == "异常")
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        {
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            pvwCount = GlobalFlag.pvwNum;
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        }
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        //if (tempStr[tempStr.Length - 1].Equals("有光伏"))
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        //{
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        //    for (int i = 0; i < pvwCount; i++)
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        //    {
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        //        GFGame[i].gameObject.SetActive(true);
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        //    }
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        //}
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        else
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        {
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            if (NiBianQi != null)
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                NiBianQi.gameObject.SetActive(false);
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        }
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        for (int i = 0; i < Inverter.Count; i++)
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        {
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            //if (sceneInfo.Equals(Inverter[i].name))
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            //{
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            //    GameObject obj = Instantiate(Inverter[i]);
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            //    obj.transform.localPosition = biaojiPos.localPosition;
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            //    obj.transform.localEulerAngles = biaojiPos.localEulerAngles;
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            //    interactive.Add(obj.GetComponentInChildren<door_control>().gameObject);
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            //}
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        }
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        //if (tempStr[tempStr.Length - 1].Equals("无光伏"))
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        //{
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        //    await FractionManager.Instance.overAsync(5, 10, "检查光伏");
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        //}
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    }
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    /// <summary>
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    /// 设置玩家信息
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    /// </summary>
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    public void SetPlayerUpDown(bool isUpDown)
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    {
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        if (isUpDown)
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        {
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            lastPlayerPos = FirstPersonController.transform.position;
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            lastPlayereugle = FirstPersonController.transform.eulerAngles;
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            Debug.Log("upLadder");
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            FirstPersonController.transform.position = ladderCtr.playerPos.position;
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            FirstPersonController.transform.eulerAngles = ladderCtr.playerPos.eulerAngles;
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            FirstPersonController.GetComponent<Rigidbody>().useGravity = false;
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            FirstPersonController.playerCanMove = false;
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        }
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        else
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        {
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            Debug.Log("downLadder");
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            FirstPersonController.transform.position = lastPlayerPos;
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            FirstPersonController.transform.eulerAngles = lastPlayereugle;
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            FirstPersonController.GetComponent<Rigidbody>().useGravity = true;
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            FirstPersonController.playerCanMove = true;
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        }
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    }
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    public void init()
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    {
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        //if (UIManager.Instance.Reconnection.HandGameObject)
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        //{
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        //    ToolsShow(UIManager.Instance.Reconnection.HandGameObject);
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        //    UIManager.Instance.toolsItemManager.recoverBtn.gameObject.SetActive(true);
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        //}
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        //Player.transform.GetComponent<FirstPersonController>().enabled = true;
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        //Player.transform.localPosition = UIManager.Instance.Reconnection.PlayerPos;
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        //Player.transform.localEulerAngles = UIManager.Instance.Reconnection.PlayerRot;
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        //HuiFuim.gameObject.SetActive(true);
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        //HuiFuim.DOFade(0.8f, 0.25f);
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        //HuiFuim.DOFade(0, 0.25f).SetDelay(2).OnComplete(() =>
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        //{
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        //    HuiFuim.gameObject.SetActive(false);
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        //});
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        //UIManager.Instance.Reconnection.ison = false;
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    }
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    public void show(string Str)
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    {
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        if (string.IsNullOrEmpty(Str))
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        {
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            return;
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        }
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        DianFuIm.gameObject.SetActive(true);
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        DianFuTex.text = Str;
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    }
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    private void Update()
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    {
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        if (transform)
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        {
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            if (DoolsPlayer == null) return;
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            switch (interactiveEnum)
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            {
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                case Interactive.none:
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                    for (int i = 0; i < interactive.Count; i++)
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                    {
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                        if (interactive[i])
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                        {
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                            DoolsPlayer.ison = true;
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                            interactive[i].transform.GetComponent<door_control>().启用交互 = true;
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                        }
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                    }
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                    break;
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                case Interactive.YanDian:
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                    for (int i = 0; i < interactive.Count; i++)
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                    {
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                        if (interactive[i])
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                        {
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                            DoolsPlayer.ison = false;
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                            interactive[i].transform.GetComponent<door_control>().启用交互 = false;
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                            interactive[i].transform.GetComponent<MeshCollider>().enabled = true;
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                        }
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                    }
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                    break;
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                case Interactive.QianXing:
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                    for (int i = 0; i < interactive.Count; i++)
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                    {
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                        if (interactive[i])
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                        {
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                            DoolsPlayer.ison = true;
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                            interactive[i].transform.GetComponent<door_control>().启用交互 = true;
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                        }
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                    }
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                    break;
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                case Interactive.YanDianOk:
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                    for (int i = 0; i < interactive.Count; i++)
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                    {
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                        interactive[i].transform.GetComponent<MeshCollider>().enabled = false;
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                    }
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                    break;
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                default:
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                    break;
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            }
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        }
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        //if (Input.GetKeyDown(KeyCode.K))
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        //{
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        //    ToolsShow(YanDianBi);
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        //}
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    }
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    /// <summary>
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    /// 工具生成方法
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    /// </summary>
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    public async void ToolsShow(GameObject tools)
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    {
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        if (Camera.main)
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        {
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            Camera.main.fieldOfView = 60;
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        }
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        if (FirstPersonController)
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        {
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            FirstPersonController.enabled = false;
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        }
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        if (temp != null)
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        {
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            Destroy(temp.gameObject);
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        }
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        temp = Instantiate(tools, Player.transform);
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        temp.transform.localPosition = new Vector3(0.12f, 0.46f, 0.81f);
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        UIManager.Instance.toolsItemManager.currentTool = temp;
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        string name = Filter(temp.name, TempChar);
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        if (FractionManager.Instance && GlobalFlag.userType == "异常")
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        {
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            await FractionManager.Instance.overAsync(6, 10, "测量窃电点");
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        }
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        redData = "";
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        DianFuTex.text = "-";
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        switch (name)
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        {
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            case "万用表":
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                WanStopValve.gameObject.SetActive(true);
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                QianStopValve.gameObject.SetActive(false);
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                GameObject t2 = GameObject.FindGameObjectWithTag("旋转");
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                WanStopValve.trans = t2.transform;
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                BlackWanYonPos = temp.GetComponent<MultimeterManager>().blackXian.localPosition;
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                RedWanYonPos = temp.GetComponent<MultimeterManager>().RedXian.localPosition;
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                temp.GetComponent<MultimeterManager>();
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                temp.GetComponent<MultimeterManager>().Camera = toolsCam;
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                temp.GetComponent<ToolModelClick>().line.SetActive(true);
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                break;
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            case "钳形电流表":
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                interactiveEnum = Interactive.QianXing;
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                temp.transform.localEulerAngles = new Vector3(90, 180, 0);
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                GameObject g1 = GameObject.FindGameObjectWithTag("旋转");
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                QianStopValve.trans = g1.transform;
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                WanStopValve.gameObject.SetActive(false);
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                temp.transform.localPosition = new Vector3(0.13f, 0.46f, 0.6f);
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                QianStopValve.gameObject.SetActive(true);
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                break;
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            case "验电笔":
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                interactiveEnum = Interactive.YanDian;
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                temp.transform.localPosition = new Vector3(0.307f, 0.504f, 0.654f);
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                temp.AddComponent<TestPenInteractive>();
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                break;
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            case "相位伏安表":
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                temp.transform.localEulerAngles = new Vector3(0, 180, 0);
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                temp.AddComponent<AmpereMeter>();
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                temp.AddComponent<AmpereMeter>().cam = toolsCam;
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                temp.GetComponent<AmpereMeter>().im = XiangWeiUI;
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                FuAnBiao = temp;
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                break;
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            default:
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                Insta(temp);
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                WanStopValve.gameObject.SetActive(false);
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                QianStopValve.gameObject.SetActive(false);
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                break;
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        }
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    }
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    public string Filter(string str, char[] charsToRemove)
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    {
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        return String.Concat(str.Split(charsToRemove.ToArray()));
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    }
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    /// <summary>
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    /// 克隆位置更改
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    /// </summary>
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    public void Insta(GameObject GameObj)
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    {
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        GameObj.transform.localPosition = new Vector3(Player.transform.position.x + 0.43f, Player.transform.position.y + 0.66f, Player.transform.position.z + 1.5f);
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    }
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    private void OnDestroy()
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    {
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        UIManager.Instance.bottomCotroller.ladderClick -= SetPlayerUpDown;
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    }
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    private void OnDisable()
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    {
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        UIManager.Instance.bottomCotroller.ladderClick -= SetPlayerUpDown;
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    }
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}
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/// <summary>
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/// 后台读的数据
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/// </summary>
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[Serializable]
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public class datas
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{
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    public bool state;
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    public string message;
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    public data2s data;
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}
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[Serializable]
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public class data2s
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{
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    public string isguangfu;
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    public string jxfs;
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    public string zhbl;
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}
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public enum Interactive
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{
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    none,
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    YanDian,
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    QianXing,
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    YanDianOk
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}
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