更新了锅炉
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@ -449,5 +590,49 @@ PrefabInstance:
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_Enabled
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 19900004, guid: 07228f4008edcf6489e85cc9ed32014a, type: 3}
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propertyPath: m_Enabled
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value: 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 07228f4008edcf6489e85cc9ed32014a, type: 3}
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|
|
|
|||
|
|
@ -31,6 +31,7 @@ public class FuTiManager : MonoBehaviour
|
|||
|
||||
[Header("所有页面")]
|
||||
public GameObject[] AllPages;
|
||||
public GameObject[] AllOutPages;
|
||||
private int m_curPageNum = 0;
|
||||
|
||||
[Header("爆炸摄像机")]
|
||||
|
|
@ -115,7 +116,9 @@ public class FuTiManager : MonoBehaviour
|
|||
if(m_curPageNum!=pageNum)
|
||||
{
|
||||
AllPages[pageNum].SetActive(true);
|
||||
AllOutPages[pageNum].SetActive(true);
|
||||
AllPages[m_curPageNum].SetActive(false);
|
||||
AllOutPages[m_curPageNum].SetActive(false);
|
||||
m_curPageNum=pageNum;
|
||||
|
||||
if (m_curPageNum == 5)
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ public class QuizSystem : MonoBehaviour
|
|||
{
|
||||
public static QuizSystem Instance;
|
||||
|
||||
public string FileName;
|
||||
// UI元素
|
||||
public TextMeshProUGUI questionText; // 显示问题文本
|
||||
public ToggleGroup optionsGroup; // 选项组,用于单选题
|
||||
|
|
@ -312,7 +313,7 @@ public class QuizSystem : MonoBehaviour
|
|||
List<Question> questions = new List<Question>();
|
||||
|
||||
// 构建文件路径
|
||||
string filePath = Path.Combine(Application.streamingAssetsPath, "question.xml");
|
||||
string filePath = Path.Combine(Application.streamingAssetsPath, FileName+".xml");
|
||||
|
||||
if (!File.Exists(filePath))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 13ea317c627c6a04c9a40fc536ac4098
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GuoLuAnLi : MonoBehaviour
|
||||
{
|
||||
public GameObject ViewPage;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
ToOpenSelectMoive(1);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
GuoLuManager.Instance.ToEndVideo(1);
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ToOpenSelectMoive(int num)
|
||||
{
|
||||
GuoLuManager.Instance.ToStartVideo(num);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
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guid: db7dae2193c1cc84ea26e396b66f41af
|
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MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,209 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GuoLuBaoZhang : MonoBehaviour
|
||||
{
|
||||
public static GuoLuBaoZhang Instance;
|
||||
|
||||
//是否开始爆发
|
||||
public bool IsStartBao = false;
|
||||
|
||||
private Animator animator;
|
||||
private AnimationClip clip;
|
||||
|
||||
[Header("UI 控制")]
|
||||
public Slider explosionSlider;
|
||||
|
||||
// 当前爆炸程度 (0~1)
|
||||
[Range(0, 1)]
|
||||
public float explosionFactor = 0f;
|
||||
|
||||
//是否手动介入
|
||||
private bool m_isPlayChange = false;
|
||||
private bool m_isSliderChange = false;
|
||||
|
||||
public float HuanYuanSpeed = 0f;
|
||||
|
||||
[Header("Canvas 管理")]
|
||||
public GameObject[] AllCanvas;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
foreach (GameObject CanvasObj in AllCanvas)
|
||||
CanvasObj.SetActive(false);
|
||||
|
||||
// 注册滑动条事件
|
||||
if (explosionSlider != null)
|
||||
explosionSlider.onValueChanged.AddListener(OnSliderValueChanged);
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
// 获取Animator组件(确保挂载在目标物体上)
|
||||
animator = GetComponent<Animator>();
|
||||
clip = GetCurrentAnimationClip(animator);
|
||||
|
||||
animator.speed = 0;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (IsStartBao)
|
||||
{
|
||||
if (Input.GetMouseButton(0))
|
||||
{
|
||||
if (m_isSliderChange)
|
||||
{
|
||||
m_isPlayChange = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_isSliderChange = false;
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonUp(0) && m_isPlayChange)
|
||||
{
|
||||
m_isPlayChange = false;
|
||||
}
|
||||
|
||||
//在没有手动介入的情况下,进度条数值跟随模型动画改变
|
||||
if (!m_isPlayChange)
|
||||
{
|
||||
// 获取当前动画状态信息
|
||||
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
float animtime = Mathf.Clamp(stateInfo.normalizedTime, 0, 1);
|
||||
// 获取当前动画的归一化时间,即已播放百分比
|
||||
if (explosionFactor != animtime)
|
||||
{
|
||||
explosionFactor = animtime;
|
||||
explosionSlider.value = explosionFactor;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//有手动介入的情况下,模型动画跟随进度条数值改变
|
||||
if (explosionFactor != explosionSlider.value)
|
||||
{
|
||||
explosionFactor = explosionSlider.value;
|
||||
JumpToTime(explosionFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (explosionFactor > 0)
|
||||
{
|
||||
explosionFactor -= HuanYuanSpeed;
|
||||
explosionSlider.value = explosionFactor;
|
||||
JumpToTime(explosionFactor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 动画开始正常播放
|
||||
/// </summary>
|
||||
public void StartPlayAnim()
|
||||
{
|
||||
if (animator != null)
|
||||
{
|
||||
IsStartBao = true;
|
||||
animator.Play(clip.name, -1, explosionFactor);
|
||||
animator.speed = 1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 动画结束
|
||||
/// </summary>
|
||||
public void EndPlayAnim()
|
||||
{
|
||||
if (animator != null)
|
||||
{
|
||||
IsStartBao = false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 让当前动画跳转到指定时间(秒)
|
||||
/// </summary>
|
||||
/// <param name="timepercent">目标时间比</param>
|
||||
public void JumpToTime(float timepercent)
|
||||
{
|
||||
if (animator == null) return;
|
||||
|
||||
if (clip == null)
|
||||
{
|
||||
Debug.LogError("未找到当前播放的动画片段!");
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. 检查目标时间是否在动画长度范围内(循环动画可忽略)
|
||||
if (timepercent < 0 || timepercent > 1)
|
||||
{
|
||||
Debug.LogWarning("目标时间超出动画长度!");
|
||||
timepercent = Mathf.Clamp(timepercent, 0, 1);
|
||||
}
|
||||
|
||||
// 3. 跳转到目标时间(通过Play方法强制设置归一化时间)
|
||||
// 注意:需传入当前动画状态的名称(或哈希值),确保精准控制
|
||||
animator.Play(clip.name, -1, timepercent);
|
||||
|
||||
// 可选:若需要暂停在目标时间,可设置speed为0
|
||||
animator.speed = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前层正在播放的AnimationClip
|
||||
/// </summary>
|
||||
private AnimationClip GetCurrentAnimationClip(Animator anim)
|
||||
{
|
||||
AnimationClip[] animationClips = anim.runtimeAnimatorController.animationClips;
|
||||
|
||||
return animationClips[0];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当滑动条值改变时调用(实时控制)
|
||||
/// </summary>
|
||||
public void OnSliderValueChanged(float value)
|
||||
{
|
||||
m_isSliderChange = true;
|
||||
|
||||
UpdateCanvasState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 控制 Canvas 显示/隐藏与浮动
|
||||
/// </summary>
|
||||
private void UpdateCanvasState()
|
||||
{
|
||||
// 当爆炸程度大于 0.8 时显示 Canvas,否则隐藏
|
||||
bool shouldShow = explosionFactor > 0.8f;
|
||||
|
||||
foreach (GameObject CanvasObj in AllCanvas)
|
||||
{
|
||||
if (CanvasObj.activeSelf != shouldShow)
|
||||
{
|
||||
CanvasObj.SetActive(shouldShow);
|
||||
|
||||
TextMeshProUGUI name = CanvasObj.GetComponentInChildren<TextMeshProUGUI>();
|
||||
if (name != null)
|
||||
name.text = CanvasObj.name;
|
||||
|
||||
// 上下浮动动画
|
||||
Vector3 pos = CanvasObj.transform.position;
|
||||
if (shouldShow)
|
||||
CanvasObj.transform.position = new Vector3(pos.x, pos.y + 1, pos.z);
|
||||
else
|
||||
CanvasObj.transform.position = new Vector3(pos.x, pos.y - 1, pos.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 21479ce9dbd62414fbe0e2bfb2a72458
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,51 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class GuoLuGongNeng : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 功能页面
|
||||
/// </summary>
|
||||
|
||||
[Header("页面")]
|
||||
public GameObject[] Pages;
|
||||
|
||||
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
//动画结束
|
||||
GuoLuBaoZhang.Instance.EndPlayAnim();
|
||||
|
||||
for (int i = 0; i < Pages.Length; i++) {
|
||||
Pages[i].gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
Pages[0].SetActive(true);
|
||||
|
||||
//锅炉开始爆炸
|
||||
GuoLuBaoZhang.Instance.StartPlayAnim();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void SwitchPage(int pageNum)
|
||||
{
|
||||
Pages[pageNum].SetActive(true);
|
||||
Pages[1 - pageNum].SetActive(false);
|
||||
|
||||
if (pageNum == 0)
|
||||
{
|
||||
GuoLuManager.Instance.ToEndVideo(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7607b7389daff9a4da96edfa6eecec3f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,59 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class GuoLuManager : MonoBehaviour
|
||||
{
|
||||
public static GuoLuManager Instance;
|
||||
|
||||
[Header("所有页面")]
|
||||
public GameObject[] AllPages;
|
||||
private int m_curPageNum = 0;
|
||||
|
||||
[Header("所有视频播放器")]
|
||||
public VideoPlayer[] AllVideos;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ToOpenPage(int pageNum)
|
||||
{
|
||||
if (m_curPageNum != pageNum)
|
||||
{
|
||||
AllPages[pageNum].SetActive(true);
|
||||
AllPages[m_curPageNum].SetActive(false);
|
||||
m_curPageNum = pageNum;
|
||||
|
||||
if (m_curPageNum == 5)
|
||||
{
|
||||
QuizSystem.Instance.ToStartQuestion();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ToStartVideo(int videoNum)
|
||||
{
|
||||
AllVideos[videoNum].Play();
|
||||
}
|
||||
|
||||
public void ToEndVideo(int videoNum)
|
||||
{
|
||||
AllVideos[videoNum].time = 0;
|
||||
AllVideos[videoNum].Stop();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fc3e5444b7d675242a97e0c4318d098d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,63 @@
|
|||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 当点到对应的锅炉物件时,对应的信息出现
|
||||
/// </summary>
|
||||
public class GuoLuShowCoreMsg : MonoBehaviour
|
||||
{
|
||||
public static GuoLuShowCoreMsg Instance;
|
||||
|
||||
//所有物件介绍
|
||||
public Transform[] AllCoreMsgs;
|
||||
public List<string> CoreNames;
|
||||
private int m_nowShowNum = -1;
|
||||
|
||||
public Vector3 ShowPos;
|
||||
public Vector3 YinPos;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
CoreNames=new List<string>();
|
||||
|
||||
for(int i = 0; i < AllCoreMsgs.Length; i++)
|
||||
{
|
||||
CoreNames.Add(AllCoreMsgs[i].name);
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowCoreMsg(string name)
|
||||
{
|
||||
|
||||
if (CoreNames.Contains(name))
|
||||
{
|
||||
int num = CoreNames.IndexOf(name);
|
||||
if (m_nowShowNum != num)
|
||||
{
|
||||
if (m_nowShowNum > -1)
|
||||
{
|
||||
AllCoreMsgs[m_nowShowNum].DOLocalMove(YinPos, 2f);
|
||||
}
|
||||
|
||||
AllCoreMsgs[num].DOLocalMove(ShowPos, 2f);
|
||||
m_nowShowNum = num;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_nowShowNum > -1)
|
||||
AllCoreMsgs[m_nowShowNum].DOLocalMove(YinPos, 2f);
|
||||
m_nowShowNum = -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f99b8e6d6ccb8284e9b4709862f2edec
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,77 @@
|
|||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class MultiSubCanvasClickHandler : MonoBehaviour
|
||||
{
|
||||
public Camera targetCamera; // 目标相机,用于发射射线
|
||||
public RawImage rawImage; // 需要判断点击位置的 RawImage
|
||||
public float maxRaycastDistance = 100f; // 射线最大检测距离
|
||||
|
||||
public string[] AllCoreName;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 检测鼠标左键按下事件
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
// 获取鼠标点击位置
|
||||
Vector2 mousePosition = Input.mousePosition;
|
||||
|
||||
// 将鼠标点击位置转换为 RawImage 的局部坐标
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
rawImage.rectTransform,
|
||||
mousePosition,
|
||||
null,
|
||||
out Vector2 localPoint//返回的局部坐标
|
||||
);
|
||||
|
||||
// 将局部坐标转换为归一化坐标,通过RawImage的长宽比
|
||||
Rect rect = rawImage.rectTransform.rect;
|
||||
float normalizedX = (localPoint.x - rect.x) / rect.width;
|
||||
float normalizedY = (localPoint.y - rect.y) / rect.height;
|
||||
|
||||
// 打印归一化坐标
|
||||
Debug.Log($"Click Position: ({normalizedX}, {normalizedY})");
|
||||
|
||||
// 判断点击位置是否在 RawImage 范围内
|
||||
if (normalizedX >= 0 && normalizedX <= 1 && normalizedY >= 0 && normalizedY <= 1)
|
||||
{
|
||||
Debug.Log("Click is within RawImage bounds.");
|
||||
|
||||
// 将归一化坐标转换为目标相机画面的屏幕坐标
|
||||
Vector3 screenPoint = new Vector3(
|
||||
normalizedX * targetCamera.pixelWidth,
|
||||
normalizedY * targetCamera.pixelHeight,
|
||||
targetCamera.nearClipPlane
|
||||
);
|
||||
|
||||
// 从目标相机发射射线
|
||||
Ray ray = targetCamera.ScreenPointToRay(screenPoint);
|
||||
RaycastHit hit;
|
||||
|
||||
// 绘制射线,无论是否击中物体
|
||||
if (Physics.Raycast(ray, out hit, maxRaycastDistance))
|
||||
{
|
||||
// 如果射线打中了某个物体
|
||||
Debug.Log("Hit: " + hit.transform.gameObject.name);
|
||||
|
||||
GuoLuShowCoreMsg.Instance.ShowCoreMsg(hit.transform.gameObject.name);
|
||||
|
||||
// 绘制射线到击中点
|
||||
//Debug.DrawRay(ray.origin, ray.direction * hit.distance, Color.red, 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果射线没有击中任何物体,绘制射线到最大距离
|
||||
Debug.Log("Hit: Nothing");
|
||||
|
||||
GuoLuShowCoreMsg.Instance.ShowCoreMsg("Nothing");
|
||||
// 绘制射线到最大距离
|
||||
//Debug.DrawRay(ray.origin, ray.direction * maxRaycastDistance, Color.red, 5);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 19e7265b874441545ba7d45efa33ae34
|
||||
MonoImporter:
|
||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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|
|
@ -0,0 +1,12 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!--题目类型类型0判断题1选择题2多选题-->
|
||||
<root>
|
||||
<question id="1001" quesTitle="自动扶梯的核心作用是在建筑物不同楼层间,实现人员的连续、便捷垂直输送|对|错" answer="0" type="0"></question>
|
||||
<question id="1002" quesTitle="儿童乘坐扶梯时,可以单独乘坐|对|错" answer="1" type="0"></question>
|
||||
<question id="1003" quesTitle="携带大件行李、婴儿车或轮椅时,可以乘坐自动扶梯|对|错" answer="1" type="0"></question>
|
||||
<question id="1004" quesTitle="扶梯梯级之间的缝隙,为梯级循环运转提供空间,避免运行时发生卡顿或碰撞|对|错" answer="0" type="0"></question>
|
||||
<question id="1005" quesTitle="自动扶梯的运行方向通常与扶手带运行方向相反|对|错" answer="1" type="0"></question>
|
||||
<question id="1006" quesTitle="乘坐扶梯身体部位为什么不能伸出梯级外|为了耍帅|避免被两侧挡板或相邻结构夹伤|有利于缓解高血压|提高钙吸收" answer="1" type="1"></question>
|
||||
<question id="1007" quesTitle="乘坐扶梯双脚应放置在梯级的哪个位置|扶手带|梯级边缘|梯级梳齿板|梯级踏板中央" answer="3" type="1"></question>
|
||||
<question id="1008" quesTitle="扶梯突发故障停止运行时,正确的做法是什么|听从现场工作人员指引有序离开|跑步离开|从扶手处跳离|跑酷的时候到了" answer="0" type="1"></question>
|
||||
</root>
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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guid: f1fc9e7ff9ec82249ae078ec6d08d552
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
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guid: 2bd9471726754164b9445076a37ba55e
|
||||
PrefabImporter:
|
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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||||
assetBundleVariant:
|
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Loading…
Reference in New Issue