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Assets
Anim
Models
Materials
MT_PM_V38_Sorghum_bicolor_Leaf_01_albedo.matMT_PM_V38_Sorghum_bicolor_Stem_02_albedo_01.matStandard_122.matTex_Ground_Soil3_1K_D1.matgaoliangzhongzi.matsuliaomo.mat
播种.fbm.meta播种.fbm
MT_PM_V38_Sorghum_bicolor_Leaf_01_albedo.pngMT_PM_V38_Sorghum_bicolor_Leaf_01_albedo.png.metaMT_PM_V38_Sorghum_bicolor_Leaf_01_normal.pngMT_PM_V38_Sorghum_bicolor_Leaf_01_normal.png.metaMT_PM_V38_Sorghum_bicolor_Stem_02_albedo_01.jpgMT_PM_V38_Sorghum_bicolor_Stem_02_albedo_01.jpg.metaMT_PM_V38_Sorghum_bicolor_Stem_02_normal.jpgMT_PM_V38_Sorghum_bicolor_Stem_02_normal.jpg.metaTex_Ground_Soil3_1K_D1.tifTex_Ground_Soil3_1K_D1.tif.meta
播种.fbxResources/UI
UIPanel
UI_Item
TipItem
UI_FadePanel
UI_StepsPanel
Scenes
Scripts
StreamingAssets
Template/Fonts
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--- !u!114 &1289757197091827501 stripped
|
||||
MonoBehaviour:
|
||||
m_CorrespondingSourceObject: {fileID: 943693334150554993, guid: 41e9498c7db6ded41b7066567ccd59a1, type: 3}
|
||||
m_PrefabInstance: {fileID: 2089264783224982108}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 9085046f02f69544eb97fd06b6048fe2, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!224 &2198809122457756518 stripped
|
||||
RectTransform:
|
||||
m_CorrespondingSourceObject: {fileID: 179355083306199354, guid: 41e9498c7db6ded41b7066567ccd59a1, type: 3}
|
||||
m_PrefabInstance: {fileID: 2089264783224982108}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -30,19 +30,28 @@ public class CameraManager : MonoBehaviour
|
|||
|
||||
public Transform pesticideRot_Trans;
|
||||
|
||||
/// <summary>
|
||||
/// 种子播放动画
|
||||
/// </summary>
|
||||
public Animator Seed_Ani;
|
||||
|
||||
/// <summary>
|
||||
/// 种子生长动画
|
||||
/// </summary>
|
||||
public Animation water_Ani;
|
||||
public float minFOV = 30f; // 最小视野
|
||||
public float maxFOV = 60f; // 最大视野
|
||||
public float sensitivity = 5f; // 滚轮灵敏度
|
||||
|
||||
|
||||
[Header("动画设置")]
|
||||
public Animator SeedAnimator;
|
||||
|
||||
[Header("物体设置")]
|
||||
[SerializeField] private GameObject[] objects; // 在Inspector中分配5个物体
|
||||
[SerializeField] private float hideDuration = 1f; // 每个物体消失的持续时间
|
||||
[SerializeField] private float delayBetweenObjects = 0.5f; // 物体之间的间隔时间
|
||||
|
||||
private Material[] originalMaterials;
|
||||
private Color[] originalColors;
|
||||
private bool isSequenceRunning = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
InitializeMaterials();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
|
@ -81,6 +90,16 @@ public class CameraManager : MonoBehaviour
|
|||
}
|
||||
}
|
||||
}
|
||||
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
|
||||
|
||||
if (scrollInput != 0)
|
||||
{
|
||||
float newFOV = Camera.fieldOfView - scrollInput * sensitivity;
|
||||
newFOV = Mathf.Clamp(newFOV, minFOV, maxFOV);
|
||||
Camera.fieldOfView = newFOV;
|
||||
|
||||
Debug.Log($"当前FOV: {newFOV}");
|
||||
}
|
||||
}
|
||||
public IEnumerator SeedIsFalse()
|
||||
{
|
||||
|
@ -89,8 +108,8 @@ public class CameraManager : MonoBehaviour
|
|||
yield return new WaitForSeconds(1f);
|
||||
Seed_Obj.transform.DOMoveY(0, 1f);
|
||||
yield return new WaitForSeconds(2.1f);
|
||||
pesticide_Trans.transform.DORotate
|
||||
(new Vector3(pesticideRot_Trans.rotation.x, pesticideRot_Trans.rotation.y, pesticideRot_Trans.rotation.z),1.5f);
|
||||
pesticide_Trans.transform.DOLocalRotate
|
||||
(new Vector3(),1.5f);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
water_Obj.transform.DOMoveY(0.1f, 1.5f);
|
||||
yield return new WaitForSeconds(2.5f);
|
||||
|
@ -98,9 +117,111 @@ public class CameraManager : MonoBehaviour
|
|||
yield return new WaitForSeconds(9f);
|
||||
UI_FadePanel.Instance.Next_Btn.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public IEnumerator SeedIE()
|
||||
public void InitializeMaterials()
|
||||
{
|
||||
yield return new WaitForSeconds(1f);
|
||||
originalMaterials = new Material[objects.Length];
|
||||
originalColors = new Color[objects.Length];
|
||||
|
||||
for (int i = 0; i < objects.Length; i++)
|
||||
{
|
||||
if (objects[i] != null && objects[i].TryGetComponent<Renderer>(out var renderer))
|
||||
{
|
||||
originalMaterials[i] = renderer.material;
|
||||
originalColors[i] = renderer.material.color;
|
||||
// 所有物体初始隐藏
|
||||
objects[i].SetActive(false);
|
||||
SetObjectAlpha(objects[i], 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnNextButtonClick()
|
||||
{
|
||||
if (!isSequenceRunning)
|
||||
{
|
||||
StartCoroutine(ExecuteObjectSequence());
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator ExecuteObjectSequence()
|
||||
{
|
||||
isSequenceRunning = true;
|
||||
|
||||
// 1. 播放种子动画
|
||||
SeedAnimator.SetBool("种下", true);
|
||||
yield return new WaitForSeconds(1.5f); // 等待动画播放
|
||||
|
||||
// 2. 激活并显示第一个物体
|
||||
if (objects[0] != null)
|
||||
{
|
||||
objects[0].SetActive(true);
|
||||
SetObjectAlpha(objects[0], 1f);
|
||||
}
|
||||
|
||||
// 3. 依次处理前n-1个物体(最后一个保持显示)
|
||||
for (int i = 0; i < objects.Length - 1; i++)
|
||||
{
|
||||
if (objects[i] != null && objects[i].activeSelf)
|
||||
{
|
||||
yield return new WaitForSeconds(delayBetweenObjects);
|
||||
yield return FadeOutObject(objects[i]);
|
||||
objects[i].SetActive(false);
|
||||
|
||||
// 激活并显示下一个物体
|
||||
if (objects[i + 1] != null)
|
||||
{
|
||||
objects[i + 1].SetActive(true);
|
||||
SetObjectAlpha(objects[i + 1], 1f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isSequenceRunning = false;
|
||||
}
|
||||
|
||||
IEnumerator FadeOutObject(GameObject obj)
|
||||
{
|
||||
if (!obj.TryGetComponent<Renderer>(out var renderer)) yield break;
|
||||
|
||||
Material material = renderer.material;
|
||||
Color startColor = material.color;
|
||||
float elapsedTime = 0f;
|
||||
|
||||
while (elapsedTime < hideDuration)
|
||||
{
|
||||
float progress = elapsedTime / hideDuration;
|
||||
material.color = new Color(
|
||||
startColor.r,
|
||||
startColor.g,
|
||||
startColor.b,
|
||||
Mathf.Lerp(1f, 0f, progress)
|
||||
);
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
material.color = new Color(startColor.r, startColor.g, startColor.b, 0f);
|
||||
}
|
||||
|
||||
void SetObjectAlpha(GameObject obj, float alpha)
|
||||
{
|
||||
if (obj != null && obj.TryGetComponent<Renderer>(out var renderer))
|
||||
{
|
||||
Color color = renderer.material.color;
|
||||
renderer.material.color = new Color(color.r, color.g, color.b, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetAllObjects()
|
||||
{
|
||||
for (int i = 0; i < objects.Length; i++)
|
||||
{
|
||||
if (objects[i] != null)
|
||||
{
|
||||
// 重置所有物体为隐藏状态
|
||||
objects[i].SetActive(false);
|
||||
SetObjectAlpha(objects[i], 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,7 +14,7 @@ public class UI_StepsPanelItem : BaseItem
|
|||
/// <summary>
|
||||
/// ²½Öè°´Å¥
|
||||
/// </summary>
|
||||
public Button Step_Btn;
|
||||
public Toggle Step_Btn;
|
||||
|
||||
public void Init(string LabelDate)
|
||||
{
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using DG.Tweening;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
|
@ -7,19 +8,31 @@ using UnityEngine.UI;
|
|||
|
||||
public class UI_ContentPanel : BasePanel
|
||||
{
|
||||
public static UI_ContentPanel instance;
|
||||
public Image ContentPanel;
|
||||
|
||||
public Button enter;
|
||||
public Button exit;
|
||||
public TextMeshProUGUI ContentText;
|
||||
public RawImage ContentrawImage;
|
||||
|
||||
public string Tips ;
|
||||
protected override void Awake()
|
||||
{
|
||||
instance = this;
|
||||
//foreach (var child in GetComponentsInChildren<TextMeshProUGUI>())
|
||||
//{
|
||||
// if (child.name.Equals("ContentText"))
|
||||
// {
|
||||
// ContentText = child as TextMeshProUGUI;
|
||||
// }
|
||||
//}
|
||||
//ContentText = gameObject.transform.Find("ContentText").GetComponent<TextMeshProUGUI>();
|
||||
//ContentPanel = GetControl<Image>("BG");
|
||||
//enter = GetControl<Button>("³ö");
|
||||
//exit = GetControl<Button>("½ø");
|
||||
|
||||
base.Awake();
|
||||
|
||||
base.Awake();
|
||||
}
|
||||
public void init(TextMeshProUGUI textMeshProUGUI,Texture texture)
|
||||
{
|
||||
|
@ -32,6 +45,7 @@ public class UI_ContentPanel : BasePanel
|
|||
}
|
||||
public override void HideMe()
|
||||
{
|
||||
Tips ="";
|
||||
base.HideMe();
|
||||
}
|
||||
protected override void OnClick(string btnName)
|
||||
|
@ -57,4 +71,12 @@ public class UI_ContentPanel : BasePanel
|
|||
break;
|
||||
}
|
||||
}
|
||||
public void fizhi()
|
||||
{
|
||||
//for (int i = 0; i < Tips.Count; i++)
|
||||
//{
|
||||
// ContentText.text += Tips[i];
|
||||
//}
|
||||
ContentText.text = Tips;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using I18N.Common;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class UI_SelectModePanel : BasePanel
|
||||
|
@ -61,13 +62,17 @@ public class UI_SelectModePanel : BasePanel
|
|||
{
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_MainTitlePanel>(this, E_UI_Layer.Bot, (panel) =>
|
||||
{
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_StepsPanel>(this, E_UI_Layer.Top, (panel) =>
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_ContentPanel>(this, E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
Debug.Log("加载场景成功");
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_SelectModePanel>();
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_BGPanel>();
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_StepsPanel>(this, E_UI_Layer.Top, (panel) =>
|
||||
{
|
||||
Debug.Log("¼ÓÔØ³¡¾°³É¹¦");
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_SelectModePanel>();
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_BGPanel>();
|
||||
});
|
||||
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
|
||||
});
|
||||
Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
|
||||
|
||||
});
|
||||
});
|
||||
});
|
||||
|
@ -77,4 +82,17 @@ public class UI_SelectModePanel : BasePanel
|
|||
break;
|
||||
}
|
||||
}
|
||||
//public static string GetButtonText(TextMeshProUGUI textMeshPro)
|
||||
//{
|
||||
// if ()
|
||||
// {
|
||||
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// return "";
|
||||
// }
|
||||
|
||||
//}
|
||||
|
||||
}
|
||||
|
|
|
@ -22,6 +22,8 @@ public class UI_StepsPanel : BasePanel
|
|||
public UI_FineSoilPreparationPanel FineSoilPreparationPanel;
|
||||
|
||||
public PptFilesData data = new PptFilesData();
|
||||
|
||||
public Sprite XuanZhongsprite;
|
||||
|
||||
|
||||
public string jsonFileName = "StepsConfig"; // JSON文件名
|
||||
|
@ -70,12 +72,14 @@ public class UI_StepsPanel : BasePanel
|
|||
}
|
||||
protected override async void OnClick(string btnName)
|
||||
{
|
||||
base.OnClick(btnName);
|
||||
Debug.Log(btnName);
|
||||
await LoadPPTTest.RefreshScrollView(StepsContent, scrollRect);
|
||||
switch (btnName)
|
||||
{
|
||||
case "retrun_Btn":
|
||||
Bootstrap.Instance.scenesManager.LoadSceneAsyn( "MenuScene", () =>
|
||||
|
||||
Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "MenuScene", () =>
|
||||
{
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_SelectModePanel>(this, E_UI_Layer.Top, (panel) =>
|
||||
{
|
||||
|
@ -98,71 +102,109 @@ public class UI_StepsPanel : BasePanel
|
|||
break;
|
||||
case "育苗前种子处理":
|
||||
Debug.Log("育苗前种子处理");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_ContentPanel>(this, E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
|
||||
UI_ContentPanel.instance.Tips= "1.选种是为了淘汰瘦小、损伤、虫蛀和霉变的种子,选出粒大饱满、外观光滑且有光泽的籽粒。选种方法包括风选和筛选,风选可用风车或簸箕将枇子、虫蛀等籽粒扇掉,筛选则使用3.5毫米-4毫米孔径的筛子筛去小粒种子。选种后,种子发芽率更高,出苗整齐一致,有利于培育壮苗。(在簸箕中选择完整种子并进行泡发)\r\n" +
|
||||
"\n2.再用%广枯宁水剂浸泡10~12小时,待种子吸胀后捞起滤干备用。这种方法既能有效防治病害,又能保证高粱产品的有机品质"
|
||||
;
|
||||
UI_ContentPanel.instance.fizhi();
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
CameraManager.instance.Camera.fieldOfView = 60;
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[0].transform.position, CameraManager.instance.StepTrans[0].transform.rotation);
|
||||
});
|
||||
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
break;
|
||||
case "播撒育苗技术流程":
|
||||
Debug.Log("播撒育苗技术流程");
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
UI_TipPanel.Tips.Clear();
|
||||
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[4].transform.position, CameraManager.instance.StepTrans[4].transform.rotation);
|
||||
break;
|
||||
case "精细整地要求":
|
||||
UI_TipPanel.Tips.Clear();
|
||||
//UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_FineSoilPreparationPanel>(this, E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
Bootstrap.Instance.uiManager.ShowPanel<UI_ContentPanel>(this, E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
UI_TipPanel.Tips.Add("在整地过程中,需彻底清除杂草,以减少杂草与高粱争夺养分。");
|
||||
UI_TipPanel.Tips.Add("在播种前进行精细整地,春季解冻后深翻至20~30cm,确保土壤疏松无硬结,为播种和保苗创造良好条件。");
|
||||
UI_TipPanel.Tips.Add("整地时需注意地表平整,无坷垃,以便于后续的播种和田间管理。");
|
||||
UI_ContentPanel.instance.Tips ="1.在整地过程中,需彻底清除杂草,以减少杂草与高粱争夺养分。" +
|
||||
"\n2.在播种前进行精细整地,春季解冻后深翻至20~30cm,确保土壤疏松无硬结,为播种和保苗创造良好条件。" +
|
||||
"\n3.整地时需注意地表平整,无坷垃,以便于后续的播种和田间管理。";
|
||||
UI_ContentPanel.instance.fizhi();
|
||||
Debug.Log("精细整地要求");
|
||||
CameraManager.instance.Camera.fieldOfView = 60;
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[1].transform.position, CameraManager.instance.StepTrans[1].transform.rotation);
|
||||
});
|
||||
|
||||
});
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
//Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.拖车, true);
|
||||
break;
|
||||
case "苗龄与叶龄标准":
|
||||
Debug.Log("育苗前种子处理");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
|
||||
break;
|
||||
case "移栽时机和方式管理":
|
||||
Debug.Log("移栽时机和方式管理");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
break;
|
||||
case "移栽后管理":
|
||||
Debug.Log("移栽后管理");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
break;
|
||||
case "田间管理":
|
||||
Debug.Log("田间管理");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
break;
|
||||
case "病虫害防治":
|
||||
Debug.Log("病虫害防治");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
break;
|
||||
case "种子收货与储藏":
|
||||
Debug.Log("种子收货与储藏");
|
||||
UI_TipPanel.Tips.Clear();
|
||||
UI_ContentPanel.instance.Tips = "";
|
||||
Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//protected override async void OnChangeToggle(string togglePath, bool isOn)
|
||||
//{
|
||||
// base.OnChangeToggle(togglePath, isOn);
|
||||
// await LoadPPTTest.RefreshScrollView(StepsContent, scrollRect);
|
||||
// switch (togglePath)
|
||||
// {
|
||||
// case "retrun_Btn":
|
||||
// if (isOn)
|
||||
// {
|
||||
// Bootstrap.Instance.scenesManager.LoadSceneAsyn(this, "MenuScene", () =>
|
||||
// {
|
||||
// Bootstrap.Instance.uiManager.ShowPanel<UI_SelectModePanel>(this, E_UI_Layer.Top, (panel) =>
|
||||
// {
|
||||
// Bootstrap.Instance.uiManager.ShowPanel<UI_BGPanel>(this, E_UI_Layer.Bot, (panel) =>
|
||||
// {
|
||||
// Debug.Log("加载场景成功");
|
||||
// Bootstrap.Instance.uiManager.HidePanel<UI_TipsForPracticePanel>();
|
||||
// Bootstrap.Instance.uiManager.HidePanel<UI_StepsPanel>();
|
||||
// Bootstrap.Instance.uiManager.HidePanel<UI_MainTitlePanel>();
|
||||
// Bootstrap.Instance.uiManager.HidePanel<UI_FineSoilPreparationPanel>();
|
||||
// Bootstrap.Instance.uiManager.HidePanel<UI_ContentPanel>();
|
||||
// Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.UpdateProgress, 0.9f);
|
||||
// Debug.Log("UI_StepsPanel已经显示在" + E_UI_Layer.System);
|
||||
|
||||
// Bootstrap.Instance.eventCenter.EventTrigger(Enum_EventType.拖车, false);
|
||||
// });
|
||||
// });
|
||||
|
||||
// });
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
|
|
|
@ -41,6 +41,9 @@ public class UI_FadePanel : MonoBehaviour
|
|||
Next_Btn.onClick.AddListener(() =>
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
CameraManager.instance.Camera.transform.SetPositionAndRotation
|
||||
(CameraManager.instance.StepTrans[3].transform.position, CameraManager.instance.StepTrans[3].transform.rotation);
|
||||
CameraManager.instance.OnNextButtonClick();
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -3,51 +3,51 @@
|
|||
{
|
||||
"topiceNumber": "1",
|
||||
"topicetype": "0",
|
||||
"topiceName": "1.VR中的“VR”是指什么?",
|
||||
"chooseA": "Virtual Reality",
|
||||
"chooseB": "Visual Reality",
|
||||
"chooseC": "Vision Reality",
|
||||
"ChooseD": "Virtual Realization",
|
||||
"answer": "Virtual Reality",
|
||||
"topiceName": "1.在播种前,需对种子进行严格筛选,淘汰不良种子。精选后的种子可用多少浓度的磷酸二氢钾溶液或用3%广枯宁水剂浸泡12~14小时",
|
||||
"chooseA": "0.5%",
|
||||
"chooseB": "0.2%",
|
||||
"chooseC": "0.6%",
|
||||
"ChooseD": "0.1%",
|
||||
"answer": "0.1%",
|
||||
"CurrentOptions": ""
|
||||
},
|
||||
{
|
||||
"topiceNumber": "2",
|
||||
"topicetype": "0",
|
||||
"topiceName": "99.VR体验中的延迟过高可能会导致:",
|
||||
"chooseA": "增加沉浸感",
|
||||
"chooseB": "用户眩晕",
|
||||
"chooseC": "提高分辨率",
|
||||
"ChooseD": "色彩增强",
|
||||
"answer": "用户眩晕",
|
||||
"topiceName": "2.漂浮育苗棚内的温度应控制在多少之间",
|
||||
"chooseA": "10~18℃",
|
||||
"chooseB": "20~28℃",
|
||||
"chooseC": "30~38℃",
|
||||
"ChooseD": "40~48℃",
|
||||
"answer": "20~28℃",
|
||||
"CurrentOptions": ""
|
||||
},
|
||||
{
|
||||
"topiceNumber": "3",
|
||||
"topicetype": "0",
|
||||
"topiceName": "100.VR头显中保持帧率稳定的主要目的是",
|
||||
"chooseA": "提高分辨率",
|
||||
"chooseB": "减少眩晕感",
|
||||
"chooseC": "增加色彩",
|
||||
"ChooseD": "提高音质",
|
||||
"answer": "减少眩晕感",
|
||||
"topiceName": "在播种前进行精细整地,春季解冻后深翻至多少cm,确保土壤疏松无硬结,为播种和保苗创造良好条件",
|
||||
"chooseA": "10~20cm",
|
||||
"chooseB": "20~30cm",
|
||||
"chooseC": "30~40cm",
|
||||
"ChooseD": "40~50cm",
|
||||
"answer": "20~30cm",
|
||||
"CurrentOptions": ""
|
||||
},
|
||||
{
|
||||
"topiceNumber": "4",
|
||||
"topicetype": "1",
|
||||
"topiceName": "VR中的虚拟物理碰撞效果通常通过物理引擎实现。",
|
||||
"topiceName": "精选后的种子可用0.1%的磷酸二氢钾溶液或用3%广枯宁水剂浸泡24~48小时",
|
||||
"chooseA": "对",
|
||||
"chooseB": "错",
|
||||
"chooseC": "",
|
||||
"ChooseD": "",
|
||||
"answer": "对",
|
||||
"answer": "错",
|
||||
"CurrentOptions": ""
|
||||
},
|
||||
{
|
||||
"topiceNumber": "5",
|
||||
"topicetype": "1",
|
||||
"topiceName": "2.VR体验中延迟越小,用户越不容易产生晕动症",
|
||||
"topiceName": "2.在整地时应该选择土层深厚、土质疏松、排水良好的壤土或沙壤土,避免低洼易积水地带,以防高粱根部腐烂和减产",
|
||||
"chooseA": "对",
|
||||
"chooseB": "错",
|
||||
"chooseC": "",
|
||||
|
|
File diff suppressed because one or more lines are too long
Loading…
Reference in New Issue