更新了锅炉

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he 2025-10-30 19:02:19 +08:00
parent fd13eb22fb
commit 5503b9717f
41 changed files with 20526 additions and 2892 deletions

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value: 3
@ -441,6 +578,10 @@ PrefabInstance:
propertyPath: InitialModule.startRotationY.minMaxState
value: 3
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@ -449,5 +590,49 @@ PrefabInstance:
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View File

@ -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)

View File

@ -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))
{

View File

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@ -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);
}
}

View File

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@ -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);
}
}
}
}

View File

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@ -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);
}
}
}

View File

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@ -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();
}
}

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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;
}
}
}

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@ -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);
}
}
}
}
}

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<?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>

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