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||||
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|
||||
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|
||||
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|
||||
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|
@ -26,7 +26,7 @@
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@ -41,8 +41,8 @@
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@ -57,253 +57,253 @@
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<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Extensions.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Tasks.Parallel">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Thread">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Thread.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Thread.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.ThreadPool">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.ThreadPool.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.ThreadPool.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Threading.Timer">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Timer.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Timer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.ValueTuple">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ValueTuple.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ValueTuple.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.ReaderWriter">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.ReaderWriter.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.ReaderWriter.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XDocument">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XDocument.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlDocument">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlDocument.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XmlSerializer">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlSerializer.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlSerializer.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System.Xml.XPath.XDocument">
|
||||
<HintPath>D:\2022.3.29f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.EditorCoroutines.Editor">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.EditorCoroutines.Editor.dll</HintPath>
|
||||
|
|
@ -711,15 +739,15 @@
|
|||
<Reference Include="Unity.VisualScripting.Core">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualScripting.Core.Editor">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.Rider.Editor">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="UnityEngine.UI">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="Unity.VisualScripting.Flow">
|
||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll</HintPath>
|
||||
</Reference>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1bbd690a630b4d749b925cc107cbda0d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,179 @@
|
|||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using MotionFramework;
|
||||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DefaultNamespace
|
||||
{
|
||||
/// <summary>
|
||||
/// 数据管理
|
||||
/// </summary>
|
||||
public class DataConfigManager : ModuleSingleton<DataConfigManager>, IModule
|
||||
{
|
||||
private string ToolsPackDataPath = Application.streamingAssetsPath + "/DataConfig/ToolsPackData.json"; //工具包
|
||||
private string TeachingDataPath = Application.streamingAssetsPath + "/DataConfig/TeachingData.json"; //教学工具包设备高亮数据
|
||||
|
||||
private Dictionary<string, List<string>> toolsPackDict;
|
||||
private List<string> teachingData;
|
||||
|
||||
|
||||
[SerializeField] private ProcessMode.ProcessMode _processMode;
|
||||
|
||||
|
||||
public void OnCreate(object createParam)
|
||||
{
|
||||
LoadConfig();
|
||||
|
||||
// LoadTeachingData();
|
||||
}
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
}
|
||||
|
||||
public void SetProcessMode(int index)
|
||||
{
|
||||
if (index == 0)// 练习模式
|
||||
{
|
||||
_processMode = DefaultNamespace.ProcessMode.ProcessMode.Practice;
|
||||
}
|
||||
else if (index == 1)// 考核模式
|
||||
{
|
||||
_processMode = DefaultNamespace.ProcessMode.ProcessMode.Assessment;
|
||||
}
|
||||
else if (index == 2)// 教学模式
|
||||
{
|
||||
_processMode = DefaultNamespace.ProcessMode.ProcessMode.Teaching;
|
||||
}
|
||||
else if (index == 3)// 培训模式
|
||||
{
|
||||
_processMode = DefaultNamespace.ProcessMode.ProcessMode.Training;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Debug.Log("当前流程模式---->"+_processMode);
|
||||
}
|
||||
|
||||
public ProcessMode.ProcessMode GetProcessMode()
|
||||
{
|
||||
return _processMode;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取教学工具包设备高亮数据
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<string> GetTeachingData()
|
||||
{
|
||||
return teachingData;
|
||||
}
|
||||
|
||||
private void LoadTeachingData()
|
||||
{
|
||||
string jsonContent = File.ReadAllText(ToolsPackDataPath);
|
||||
teachingData = JsonConvert.DeserializeObject<List<string>>(jsonContent);
|
||||
foreach (var tool in teachingData)
|
||||
{
|
||||
Debug.Log("Tool model: " + tool);
|
||||
}
|
||||
}
|
||||
|
||||
private void LoadConfig()
|
||||
{
|
||||
if (File.Exists(ToolsPackDataPath))
|
||||
{
|
||||
string jsonContent = File.ReadAllText(ToolsPackDataPath);
|
||||
JObject jsonObj = JObject.Parse(jsonContent);
|
||||
|
||||
toolsPackDict = new Dictionary<string, List<string>>();
|
||||
|
||||
var tools = jsonObj["tools"] as JObject;
|
||||
if (tools != null)
|
||||
{
|
||||
ParseTools(tools["models"] as JArray);
|
||||
}
|
||||
|
||||
// Debug.Log("工具和子项:");
|
||||
// foreach (var item in toolsDict)
|
||||
// {
|
||||
// Debug.Log($"{item.Key}:");
|
||||
// foreach (var subItem in item.Value)
|
||||
// {
|
||||
// Debug.Log($" - {subItem}");
|
||||
// }
|
||||
// }
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public List<string> GetToolsPackData(string toolsName)
|
||||
{
|
||||
foreach (var v in toolsPackDict)
|
||||
{
|
||||
if (v.Key == toolsName)
|
||||
{
|
||||
if (v.Value.Count > 0)
|
||||
{
|
||||
return v.Value;
|
||||
}
|
||||
else
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
void ParseTools(JArray models)
|
||||
{
|
||||
foreach (var model in models)
|
||||
{
|
||||
if (model is JValue)
|
||||
{
|
||||
string modelName = model.ToString();
|
||||
if (!toolsPackDict.ContainsKey(modelName))
|
||||
{
|
||||
toolsPackDict[modelName] = new List<string>();
|
||||
}
|
||||
}
|
||||
else if (model is JObject subTool)
|
||||
{
|
||||
string subToolName = subTool["name"].ToString();
|
||||
var subItems = subTool["models"] ?? subTool["items"];
|
||||
List<string> subItemList = new List<string>();
|
||||
if (subItems is JArray subArray)
|
||||
{
|
||||
foreach (var subItem in subArray)
|
||||
{
|
||||
subItemList.Add(subItem.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
toolsPackDict[subToolName] = subItemList;
|
||||
if (subItems is JArray)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ParseTools(subItems as JArray); // 递归解析子对象
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1b81c0d6453eed54a80d34b5d9bdcd26
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2f36d3a8ec5bb8541a18c9b712d18bd8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
namespace DefaultNamespace.Dto
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class EnergyWorkList
|
||||
{
|
||||
public string keywork { get; set; }
|
||||
public string valuework { get; set; }
|
||||
}
|
||||
|
||||
public class EnergyInformation
|
||||
{
|
||||
public string work { get; set; }
|
||||
public List<EnergyWorkList> worklist { get; set; }
|
||||
}
|
||||
|
||||
public class SceneData
|
||||
{
|
||||
public string scenename { get; set; }
|
||||
public string questbooks { get; set; }
|
||||
public string userinformation { get; set; }
|
||||
public string energyinformation { get; set; }
|
||||
public List<EnergyInformation> energylist { get; set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6a73a546f3e543eca4db6c788cba105a
|
||||
timeCreated: 1718243950
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
namespace DefaultNamespace.Dto
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
public class EnergyList
|
||||
{
|
||||
[JsonProperty("keywork")]
|
||||
public string KeyWork { get; set; }
|
||||
|
||||
[JsonProperty("valuework")]
|
||||
public double ValueWork { get; set; }
|
||||
}
|
||||
|
||||
public class Work
|
||||
{
|
||||
[JsonProperty("work")]
|
||||
public string WorkType { get; set; }
|
||||
|
||||
[JsonProperty("worklist")]
|
||||
public List<EnergyList> WorkList { get; set; }
|
||||
}
|
||||
|
||||
public class SceneInformation
|
||||
{
|
||||
[JsonProperty("scenename")]
|
||||
public string SceneName { get; set; }
|
||||
|
||||
[JsonProperty("questbooks")]
|
||||
public string QuestBooks { get; set; }
|
||||
|
||||
[JsonProperty("userinformation")]
|
||||
public string UserInformation { get; set; }
|
||||
|
||||
[JsonProperty("energyinformation")]
|
||||
public string EnergyInformation { get; set; }
|
||||
|
||||
[JsonProperty("energylist")]
|
||||
public List<Work> EnergyList { get; set; }
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 205e3a1f124e4862b02125ff75e82284
|
||||
timeCreated: 1718760217
|
||||
|
|
@ -0,0 +1,111 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace DefaultNamespace.Dto
|
||||
{
|
||||
|
||||
|
||||
public class SceneStepTaskListItem
|
||||
{
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string pageNum { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string pageSize { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int id { get; set; }
|
||||
/// <summary>
|
||||
/// 抄表
|
||||
/// </summary>
|
||||
public string examName { get; set; }
|
||||
/// <summary>
|
||||
/// [{"pageNum":null,"pageSize":null,"id":721,"point":"填写工作票","score":"10","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"填写工作票"},{"pageNum":null,"pageSize":null,"id":722,"point":"领取处理所需工器具及设备,包含螺丝刀、剥线钳、绝缘胶带、验电笔、盒装封印、梯子、工作证、安全帽、纱布手套、工作服、l型集中器","score":"20","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"领取工器具及仪器设备"},{"pageNum":null,"pageSize":null,"id":723,"point":"佩戴背包中的安全帽、工作服及手套","score":"10","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"佩戴装备检视"},{"pageNum":null,"pageSize":null,"id":724,"point":"前往现场后,出示工作证并与客户进行沟通","score":"10","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"前往现场"},{"pageNum":null,"pageSize":null,"id":725,"point":"使用验电笔进行三步验电法:点击插座——点击柜门——点击插座。","score":"10","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"验电"},{"pageNum":null,"pageSize":null,"id":726,"point":"用螺丝刀打开接线盒,将拨片调整至断电状态(带电作业调整横向滑块,断电作业调整竖向滑块,系统默认断电作业),开始作业","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":727,"point":"将集中器连接线的螺丝全部拧开,拧开两个固定该线的螺丝后,线消失。重复操作,直至全部线拆除","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":728,"point":"取出胶带将头部缠绕","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":729,"point":"拆除固定集中器的螺丝,取下集中器","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":730,"point":"取出新的集中器,移动至原先集中器位置","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":731,"point":"进行连线,练好线后,上螺丝","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"更换集中器"},{"pageNum":null,"pageSize":null,"id":732,"point":"安装完成后,申请通电调试,运行灯闪烁亮则安装成功","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"现场调试"},{"pageNum":null,"pageSize":null,"id":733,"point":"盖上集中器的盖子,在集中器上加装封印、接线盒还原,关上柜门后,柜门加装封印","score":"5","createTime":"2024-07-09T17:46:26.000+08:00","createBy":null,"sceneId":116,"step":"加装封印"}]
|
||||
/// </summary>
|
||||
public string examContent { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int sceneId { get; set; }
|
||||
/// <summary>
|
||||
/// 抄表
|
||||
/// </summary>
|
||||
public string sceneName { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string sceneScriptId { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int status { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string createBy { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string createTime { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string updateBy { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public string updateTime { get; set; }
|
||||
}
|
||||
|
||||
public class SceneStepData
|
||||
{
|
||||
/// <summary>
|
||||
/// 操作成功
|
||||
/// </summary>
|
||||
public string msg { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public int code { get; set; }
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
public SceneStepTaskListItem data { get; set; }
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
public class Record
|
||||
{
|
||||
[JsonProperty("id")]
|
||||
public int Id { get; set; }
|
||||
|
||||
[JsonProperty("point")]
|
||||
public string Point { get; set; }
|
||||
|
||||
[JsonProperty("score")]
|
||||
public int Score { get; set; }
|
||||
|
||||
[JsonProperty("createTime")]
|
||||
public DateTime CreateTime { get; set; }
|
||||
|
||||
[JsonProperty("sceneId")]
|
||||
public int SceneId { get; set; }
|
||||
|
||||
[JsonProperty("step")]
|
||||
public string Step { get; set; }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5f6ba8b2926a4829b00157cab2d6c47b
|
||||
timeCreated: 1718959393
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace DefaultNamespace.Dto
|
||||
{
|
||||
public class ActionData
|
||||
{
|
||||
public string Description { get; set; }
|
||||
public float Score { get; set; }
|
||||
public bool IsSequential { get; set; }
|
||||
public bool IsUI{ get; set; }
|
||||
public List<string> TargetObjects { get; set; }
|
||||
}
|
||||
|
||||
public class StepData
|
||||
{
|
||||
public string StepDescription { get; set; }
|
||||
public List<ActionData> Actions { get; set; }
|
||||
}
|
||||
|
||||
public class StepsContainer
|
||||
{
|
||||
public List<StepData> Steps { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bd785483722c49d1ab4f549d9467d59b
|
||||
timeCreated: 1718169406
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace DefaultNamespace.Dto
|
||||
{
|
||||
public class SubmitScoreStep
|
||||
{
|
||||
public string stepName { get; set; }
|
||||
public string testPoint { get; set; }
|
||||
public float score { get; set; }
|
||||
public float setScore { get; set; }
|
||||
}
|
||||
|
||||
public class SubmitScoreData
|
||||
{
|
||||
public string userName { get; set; }
|
||||
public string userId { get; set; }
|
||||
public int examId { get; set; }
|
||||
public int classId { get; set; }
|
||||
public string useTime { get; set; }
|
||||
public string examClassId { get; set; }
|
||||
public List<SubmitScoreStep> stepList { get; set; }
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c2f1e6b74cdc4049852e8e52afa57e7d
|
||||
timeCreated: 1719470950
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f2a9a29cf4c04d79bdd08a606995f94f
|
||||
timeCreated: 1731309688
|
||||
|
|
@ -0,0 +1,137 @@
|
|||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
|
||||
public class CustomConfigWindow : EditorWindow
|
||||
{
|
||||
private string ipAddress = "127.0.0.1";
|
||||
private GameObject backpackPrefab;
|
||||
private string backpackButtonPath = "Assets";
|
||||
private string popupWindowPath = "Assets";
|
||||
|
||||
[MenuItem("工具/配置编辑窗口")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<CustomConfigWindow>("配置编辑窗口");
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
GUILayout.Label("配置设置", EditorStyles.boldLabel);
|
||||
|
||||
// IP 地址输入
|
||||
GUILayout.Label("IP 地址");
|
||||
ipAddress = EditorGUILayout.TextField("IP 地址:", ipAddress);
|
||||
|
||||
// 背包预制体选择
|
||||
GUILayout.Space(10);
|
||||
GUILayout.Label("选择背包预制体");
|
||||
backpackPrefab = (GameObject)EditorGUILayout.ObjectField("背包预制体:", backpackPrefab, typeof(GameObject), false);
|
||||
|
||||
// 显示背包预制体信息并提供定位功能
|
||||
if (backpackPrefab != null)
|
||||
{
|
||||
if (GUILayout.Button($"定位预制体: {backpackPrefab.name}"))
|
||||
{
|
||||
EditorGUIUtility.PingObject(backpackPrefab);
|
||||
}
|
||||
}
|
||||
|
||||
// 背包按钮路径
|
||||
GUILayout.Space(10);
|
||||
GUILayout.Label("背包按钮路径");
|
||||
if (GUILayout.Button("选择背包按钮路径"))
|
||||
{
|
||||
string path = EditorUtility.OpenFolderPanel("选择背包按钮路径", "Assets", "");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
backpackButtonPath = GetRelativePath(path);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.LabelField("路径:", backpackButtonPath);
|
||||
|
||||
// 弹出窗口路径
|
||||
GUILayout.Space(10);
|
||||
GUILayout.Label("弹出窗口路径");
|
||||
if (GUILayout.Button("选择弹出窗口路径"))
|
||||
{
|
||||
string path = EditorUtility.OpenFolderPanel("选择弹出窗口路径", "Assets", "");
|
||||
if (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
popupWindowPath = GetRelativePath(path);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.LabelField("路径:", popupWindowPath);
|
||||
|
||||
// 保存按钮
|
||||
GUILayout.Space(20);
|
||||
if (GUILayout.Button("保存配置"))
|
||||
{
|
||||
SaveConfiguration();
|
||||
EditorUtility.DisplayDialog("配置编辑窗口", "配置已保存", "确定");
|
||||
}
|
||||
|
||||
// 更新按钮
|
||||
GUILayout.Space(20);
|
||||
GUI.backgroundColor = Color.green;
|
||||
if (GUILayout.Button("更新配置到 StreamingAssets", GUILayout.Height(40)))
|
||||
{
|
||||
UpdateConfiguration();
|
||||
}
|
||||
GUI.backgroundColor = Color.white; // 还原默认颜色
|
||||
}
|
||||
|
||||
private void SaveConfiguration()
|
||||
{
|
||||
Debug.Log("IP 地址: " + ipAddress);
|
||||
Debug.Log("背包预制体: " + (backpackPrefab != null ? backpackPrefab.name : "未选择"));
|
||||
Debug.Log("背包按钮路径: " + backpackButtonPath);
|
||||
Debug.Log("弹出窗口路径: " + popupWindowPath);
|
||||
}
|
||||
|
||||
private void UpdateConfiguration()
|
||||
{
|
||||
string dataFolderPath = Path.Combine(Application.streamingAssetsPath, "data");
|
||||
string configFilePath = Path.Combine(dataFolderPath, "config.json");
|
||||
|
||||
// 确保 data 文件夹存在
|
||||
if (!Directory.Exists(dataFolderPath))
|
||||
{
|
||||
Directory.CreateDirectory(dataFolderPath);
|
||||
}
|
||||
|
||||
// 创建配置数据对象
|
||||
ConfigData configData = new ConfigData
|
||||
{
|
||||
ipAddress = ipAddress,
|
||||
backpackPrefabPath = backpackPrefab != null ? AssetDatabase.GetAssetPath(backpackPrefab) : "",
|
||||
backpackButtonPath = backpackButtonPath,
|
||||
popupWindowPath = popupWindowPath
|
||||
};
|
||||
|
||||
// 将配置数据序列化为 JSON 并写入文件
|
||||
string json = JsonUtility.ToJson(configData, true);
|
||||
File.WriteAllText(configFilePath, json);
|
||||
|
||||
EditorUtility.DisplayDialog("配置编辑窗口", "配置已更新到 StreamingAssets/data/config.json", "确定");
|
||||
}
|
||||
|
||||
private string GetRelativePath(string fullPath)
|
||||
{
|
||||
if (fullPath.StartsWith(Application.dataPath))
|
||||
{
|
||||
return "Assets" + fullPath.Substring(Application.dataPath.Length);
|
||||
}
|
||||
return fullPath;
|
||||
}
|
||||
|
||||
// 配置数据类,用于序列化为 JSON
|
||||
[System.Serializable]
|
||||
public class ConfigData
|
||||
{
|
||||
public string ipAddress;
|
||||
public string backpackPrefabPath;
|
||||
public string backpackButtonPath;
|
||||
public string popupWindowPath;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9e8fd99a2dce4d619476a751d8210447
|
||||
timeCreated: 1731309692
|
||||
|
|
@ -0,0 +1,277 @@
|
|||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
public class SceneStepEditorWindow : EditorWindow
|
||||
{
|
||||
private List<ProcessStep> steps = new List<ProcessStep>();
|
||||
private List<bool> stepFoldouts = new List<bool>(); // 用于控制步骤的折叠状态
|
||||
private List<List<bool>> actionFoldouts = new List<List<bool>>(); // 用于控制每个步骤内动作的折叠状态
|
||||
private Vector2 scrollPosition; // 滚动条位置
|
||||
private string configFilePath;
|
||||
|
||||
[MenuItem("工具/Scene Step 编辑器")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
SceneStepEditorWindow window = GetWindow<SceneStepEditorWindow>("Scene Step 编辑器");
|
||||
|
||||
// 设置窗口的宽度和默认高度
|
||||
float windowWidth = 500;
|
||||
float windowHeight = 600;
|
||||
|
||||
// 计算居中的位置
|
||||
Rect centeredPosition = new Rect(
|
||||
(Screen.currentResolution.width - windowWidth) / 2,
|
||||
(Screen.currentResolution.height - windowHeight) / 2,
|
||||
windowWidth,
|
||||
windowHeight
|
||||
);
|
||||
|
||||
// 设置窗口位置并固定宽度,可调整高度
|
||||
window.position = centeredPosition;
|
||||
// window.minSize = new Vector2(windowWidth, windowHeight);
|
||||
// window.maxSize = new Vector2(windowWidth, Screen.currentResolution.height);
|
||||
}
|
||||
private void OnEnable()
|
||||
{
|
||||
// 设置配置文件路径
|
||||
string dataFolderPath = Path.Combine(Application.streamingAssetsPath, "DataConfig");
|
||||
configFilePath = Path.Combine(dataFolderPath, "SceneStepData.json");
|
||||
|
||||
// 如果文件存在,则加载文件内容
|
||||
if (File.Exists(configFilePath))
|
||||
{
|
||||
string json = File.ReadAllText(configFilePath);
|
||||
if (!string.IsNullOrEmpty(json))
|
||||
{
|
||||
steps = JsonConvert.DeserializeObject<List<ProcessStep>>(json) ?? new List<ProcessStep>();
|
||||
|
||||
// 初始化折叠状态列表
|
||||
stepFoldouts = new List<bool>(new bool[steps.Count]);
|
||||
actionFoldouts = new List<List<bool>>();
|
||||
foreach (var step in steps)
|
||||
{
|
||||
actionFoldouts.Add(new List<bool>(new bool[step.Actions.Count]));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private void OnGUI()
|
||||
{
|
||||
GUILayout.Label("步骤编辑器", EditorStyles.boldLabel);
|
||||
|
||||
// 开始滚动视图
|
||||
scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, true);
|
||||
GUILayout.BeginVertical(GUILayout.ExpandWidth(true));
|
||||
|
||||
// 如果没有步骤,显示“增加步骤”按钮
|
||||
if (steps.Count == 0)
|
||||
{
|
||||
if (GUILayout.Button("+", GUILayout.Width(30)))
|
||||
{
|
||||
steps.Add(new ProcessStep("新步骤", new List<ProcessStepDescription>()));
|
||||
stepFoldouts.Add(true);
|
||||
actionFoldouts.Add(new List<bool>());
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < steps.Count; i++)
|
||||
{
|
||||
if (stepFoldouts.Count <= i) stepFoldouts.Add(true);
|
||||
if (actionFoldouts.Count <= i) actionFoldouts.Add(new List<bool>());
|
||||
|
||||
Rect rect2 = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width)); // 固定宽度为3
|
||||
EditorGUI.DrawRect(rect2, new Color(0.2196079f,0.2196079f,0.2196079f)); // 亮蓝色
|
||||
|
||||
|
||||
Rect rect = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width)); // 固定宽度为3
|
||||
EditorGUI.DrawRect(rect, new Color(0.03604485f,0.509434f,0.4336843f)); // 亮蓝色
|
||||
|
||||
Rect rect1 = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width)); // 固定宽度为3
|
||||
EditorGUI.DrawRect(rect1, new Color(0.2196079f,0.2196079f,0.2196079f)); // 亮蓝色
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// 增加和删除步骤按钮
|
||||
if (i == steps.Count - 1 && GUILayout.Button("+", GUILayout.Width(30)))
|
||||
{
|
||||
steps.Add(new ProcessStep("新步骤", new List<ProcessStepDescription>()));
|
||||
stepFoldouts.Add(true);
|
||||
actionFoldouts.Add(new List<bool>());
|
||||
}
|
||||
|
||||
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||
{
|
||||
steps.RemoveAt(i);
|
||||
stepFoldouts.RemoveAt(i);
|
||||
actionFoldouts.RemoveAt(i);
|
||||
GUILayout.EndHorizontal();
|
||||
continue;
|
||||
}
|
||||
|
||||
// 绘制蓝色竖条
|
||||
GUILayout.Space(4);
|
||||
DrawBrightBlueLine();
|
||||
|
||||
|
||||
|
||||
stepFoldouts[i] = EditorGUILayout.Foldout(stepFoldouts[i], $"步骤 {i + 1}: {steps[i].StepDescription}", true);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (stepFoldouts[i])
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// 步骤描述和评分
|
||||
steps[i].StepDescription = EditorGUILayout.TextField("描述", steps[i].StepDescription);
|
||||
|
||||
GUILayout.Space(5);
|
||||
|
||||
// 动作列表
|
||||
GUIStyle whiteBoldLabelStyle = new GUIStyle(EditorStyles.boldLabel) { normal = { textColor = Color.white } };
|
||||
Rect labelRect = GUILayoutUtility.GetRect(new GUIContent("动作列表"), whiteBoldLabelStyle, GUILayout.ExpandWidth(true));
|
||||
EditorGUI.DrawRect(labelRect, Color.gray);
|
||||
EditorGUI.LabelField(labelRect, "动作列表", whiteBoldLabelStyle);
|
||||
|
||||
// 如果没有动作,显示“增加动作”按钮
|
||||
if (steps[i].Actions.Count == 0)
|
||||
{
|
||||
if (GUILayout.Button("+", GUILayout.Width(30)))
|
||||
{
|
||||
steps[i].Actions.Add(new ProcessStepDescription(new List<string>(), null, "", false, "", false));
|
||||
actionFoldouts[i].Add(true);
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < steps[i].Actions.Count; j++)
|
||||
{
|
||||
if (actionFoldouts[i].Count <= j) actionFoldouts[i].Add(true);
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// 增加和删除动作按钮
|
||||
if (j == steps[i].Actions.Count - 1 && GUILayout.Button("+", GUILayout.Width(30)))
|
||||
{
|
||||
steps[i].Actions.Add(new ProcessStepDescription(new List<string>(), null, "", false, "", false));
|
||||
actionFoldouts[i].Add(true);
|
||||
}
|
||||
|
||||
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||
{
|
||||
steps[i].Actions.RemoveAt(j);
|
||||
actionFoldouts[i].RemoveAt(j);
|
||||
GUILayout.EndHorizontal();
|
||||
continue;
|
||||
}
|
||||
|
||||
// 绘制蓝色竖条
|
||||
DrawBrightBlueLine();
|
||||
GUILayout.Space(5);
|
||||
|
||||
// 动作折叠控制
|
||||
actionFoldouts[i][j] = EditorGUILayout.Foldout(actionFoldouts[i][j], $"动作 {j + 1}: {steps[i].Actions[j].Description}", true);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (actionFoldouts[i][j])
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
steps[i].Actions[j].Description = EditorGUILayout.TextField("描述", steps[i].Actions[j].Description);
|
||||
steps[i].Actions[j].IsSequential = EditorGUILayout.Toggle("按顺序点击", steps[i].Actions[j].IsSequential);
|
||||
steps[i].Actions[j].IsUI = EditorGUILayout.Toggle("是否UI", steps[i].Actions[j].IsUI);
|
||||
steps[i].Actions[j].Score = EditorGUILayout.FloatField("分数", steps[i].Actions[j].Score); // 动作评分输入框
|
||||
|
||||
// 目标对象列表
|
||||
GUIStyle whiteBoldLabelStyle1 = new GUIStyle(EditorStyles.boldLabel) { normal = { textColor = Color.white } };
|
||||
Rect labelRect1 = GUILayoutUtility.GetRect(new GUIContent("目标对象列表"), whiteBoldLabelStyle1, GUILayout.ExpandWidth(true));
|
||||
EditorGUI.DrawRect(labelRect1, Color.gray);
|
||||
EditorGUI.LabelField(labelRect1, "目标对象列表", whiteBoldLabelStyle1);
|
||||
|
||||
// 目标对象列表内容
|
||||
for (int k = 0; k < steps[i].Actions[j].TargetObjects.Count; k++)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
// 删除目标对象按钮
|
||||
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||
{
|
||||
steps[i].Actions[j].TargetObjects.RemoveAt(k);
|
||||
GUILayout.EndHorizontal();
|
||||
continue;
|
||||
}
|
||||
|
||||
// 绘制蓝色竖条
|
||||
DrawBrightBlueLine();
|
||||
GUILayout.Space(5);
|
||||
|
||||
steps[i].Actions[j].TargetObjects[k] = EditorGUILayout.TextField($"目标对象 {k + 1}", steps[i].Actions[j].TargetObjects[k]);
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
// 在最后一个目标对象下方居中显示“增加目标对象”按钮
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
if (GUILayout.Button("+", GUILayout.Width(300)))
|
||||
{
|
||||
steps[i].Actions[j].TargetObjects.Add("");
|
||||
}
|
||||
GUILayout.FlexibleSpace();
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
GUILayout.Space(10);
|
||||
}
|
||||
}
|
||||
|
||||
GUILayout.Space(20);
|
||||
GUILayout.EndVertical();
|
||||
|
||||
// 结束滚动视图
|
||||
GUILayout.EndScrollView();
|
||||
|
||||
// 更新按钮
|
||||
GUI.backgroundColor = Color.green;
|
||||
if (GUILayout.Button("更新到 StreamingAssets/DataConfig/SceneStepData.json", GUILayout.Height(40)))
|
||||
{
|
||||
UpdateConfiguration();
|
||||
}
|
||||
GUI.backgroundColor = Color.white;
|
||||
}
|
||||
|
||||
private void UpdateConfiguration()
|
||||
{
|
||||
string dataFolderPath = Path.Combine(Application.streamingAssetsPath, "DataConfig");
|
||||
string configFilePath = Path.Combine(dataFolderPath, "SceneStepData.json");
|
||||
|
||||
if (!Directory.Exists(dataFolderPath))
|
||||
{
|
||||
Directory.CreateDirectory(dataFolderPath);
|
||||
}
|
||||
|
||||
string json = JsonConvert.SerializeObject(steps, Formatting.Indented);
|
||||
File.WriteAllText(configFilePath, json);
|
||||
|
||||
EditorUtility.DisplayDialog("Scene Step 编辑器", "配置已更新到 StreamingAssets/DataConfig/SceneStepData.json", "确定");
|
||||
}
|
||||
|
||||
private void DrawBrightBlueLine()
|
||||
{
|
||||
Rect rect = GUILayoutUtility.GetRect(3, EditorGUIUtility.singleLineHeight + 2, GUILayout.Width(3)); // 固定宽度为3
|
||||
EditorGUI.DrawRect(rect, new Color(0.3f, 0.5f, 1f, 1f)); // 亮蓝色
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a94224bff105493481a59665629737be
|
||||
timeCreated: 1731311068
|
||||
|
|
@ -1,10 +1,12 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DefaultNamespace;
|
||||
using DefaultNamespace.ProcessMode;
|
||||
using Framework.Scripts.Runtime.Engine.Engine.Camera;
|
||||
using UnityEngine;
|
||||
|
||||
// 添加游戏开发中常用的游戏模块的命名空间
|
||||
// 添加游戏开发中常用的游戏模块的命名空间
|
||||
using MotionFramework;
|
||||
using MotionFramework.Console;
|
||||
using MotionFramework.Event;
|
||||
|
|
@ -13,7 +15,7 @@ using MotionFramework.Utility;
|
|||
|
||||
public class GameLauncher : MonoBehaviour
|
||||
{
|
||||
[Tooltip("在编辑器下模拟运行")]
|
||||
[Tooltip("在编辑器下模拟运行")]
|
||||
public bool SimulationOnEditor = true;
|
||||
|
||||
void Awake()
|
||||
|
|
@ -22,38 +24,45 @@ public class GameLauncher : MonoBehaviour
|
|||
SimulationOnEditor = false;
|
||||
#endif
|
||||
|
||||
// 初始化控制台
|
||||
// 初始化控制台
|
||||
if (Application.isEditor || Debug.isDebugBuild)
|
||||
DeveloperConsole.Initialize();
|
||||
|
||||
|
||||
// 初始化框架
|
||||
// 初始化框架
|
||||
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
||||
}
|
||||
void Start()
|
||||
{
|
||||
// 创建游戏模块
|
||||
CreateGameModules();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
// 更新框架
|
||||
// 更新框架
|
||||
MotionEngine.Update();
|
||||
}
|
||||
void OnGUI()
|
||||
{
|
||||
// 绘制控制台
|
||||
// 绘制控制台
|
||||
if (Application.isEditor || Debug.isDebugBuild)
|
||||
DeveloperConsole.Draw();
|
||||
}
|
||||
|
||||
private void CreateGameModules()
|
||||
{
|
||||
// 创建事件管理器
|
||||
// 创建事件管理器
|
||||
MotionEngine.CreateModule<EventManager>();
|
||||
|
||||
//webrequest管理器
|
||||
//webrequest管理器
|
||||
MotionEngine.CreateModule<WebRequestManager>();
|
||||
MotionEngine.CreateModule<DataConfigManager>();
|
||||
//流程管理器
|
||||
MotionEngine.CreateModule<ProcessManager>();
|
||||
|
||||
|
||||
|
||||
MotionEngine.GetModule<ProcessManager>().InitializeFirstStep();
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8605048e20422b246adac1e0ab0994a1
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,794 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using System.Threading.Tasks;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using DefaultNamespace.Dto;
|
||||
// using HighlightPlus;
|
||||
using MotionFramework;
|
||||
using Newtonsoft.Json;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using Type = System.Type;
|
||||
|
||||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 流程模式管理器
|
||||
/// </summary>
|
||||
public class ProcessManager : ModuleSingleton<ProcessManager>, IModule
|
||||
{
|
||||
private Dictionary<string, ProcessCollection> _processes = new Dictionary<string, ProcessCollection>();
|
||||
private ProcessMode _currentMode; // 当前模式
|
||||
private int _currentStepIndex; // 当前步骤索引
|
||||
private int _currentActionIndex; // 当前动作索引,确保动作顺序
|
||||
private int _currentActionGameIndex; // 当前动作索引,确保动作顺序
|
||||
private Dictionary<int, List<string>> _incorrectClicksPerStep; // 每个步骤的错误点击记录
|
||||
|
||||
private List<SubmitScoreStep> _submitScoreSteps = new List<SubmitScoreStep>();
|
||||
|
||||
private List<Record> records; //分数集合
|
||||
public ProcessCollection CurrentProcessCollection => _processes[_currentMode.ToString()];
|
||||
|
||||
public delegate void CompleteEventHandler(int score);
|
||||
|
||||
public delegate void UIEventHandler();
|
||||
|
||||
public delegate void StepProcessDescriptionMessage(string message);
|
||||
|
||||
public delegate void StepProcessMessage(string message);
|
||||
|
||||
public delegate void TeachingPromptsObjects(GameObject gameObj);
|
||||
|
||||
public delegate void TeachingMessagePrompt(string message);
|
||||
|
||||
/// <summary>
|
||||
/// 全部流程结束调用方法
|
||||
/// </summary>
|
||||
public event CompleteEventHandler OnCompleteEvent;
|
||||
|
||||
public event UIEventHandler OnUIEvent;
|
||||
|
||||
/// <summary>
|
||||
/// 右上角消息通知
|
||||
/// </summary>
|
||||
public event StepProcessMessage OnStepProcessMessage;
|
||||
|
||||
/// <summary>
|
||||
/// 教学模式箭头指向
|
||||
/// </summary>
|
||||
public event TeachingPromptsObjects OnTeachingPromptsObjects;
|
||||
|
||||
/// <summary>
|
||||
/// 步骤描述
|
||||
/// </summary>
|
||||
public event StepProcessDescriptionMessage OnStepProcessDescriptionMessage;
|
||||
|
||||
// /// <summary>
|
||||
// /// 教学模式提示
|
||||
// /// </summary>
|
||||
// public event TeachingMessagePrompt TeachingMessagePromptEvent;
|
||||
public void AddProcess(string type)
|
||||
{
|
||||
// if (!processes.ContainsKey(type))
|
||||
// {
|
||||
// processes[type] = new AnimationProcess(type);
|
||||
// Enum.TryParse(type, true, out currentMode);
|
||||
// }
|
||||
|
||||
_processes[type] = new ProcessCollection(type);
|
||||
Enum.TryParse(type, true, out _currentMode);
|
||||
}
|
||||
|
||||
public void AddStepToProcess(string type, ProcessStep step)
|
||||
{
|
||||
if (_processes.ContainsKey(type))
|
||||
{
|
||||
_processes[type].AddStep(step);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加错误点击记录
|
||||
/// </summary>
|
||||
/// <param name="stepIndex">当前步骤索引</param>
|
||||
/// <param name="clickedObject">错误点击的物体</param>
|
||||
private void AddIncorrectClick(int stepIndex, string clickedObject)
|
||||
{
|
||||
if (!_incorrectClicksPerStep.ContainsKey(stepIndex))
|
||||
{
|
||||
_incorrectClicksPerStep[stepIndex] = new List<string>();
|
||||
}
|
||||
|
||||
_incorrectClicksPerStep[stepIndex].Add(clickedObject);
|
||||
Debug.Log($"步骤 {stepIndex + 1} 错误点击的物体: {clickedObject}");
|
||||
}
|
||||
|
||||
bool IsInPracticeOrAssessment() //0912 HQB判断当前是否为考试
|
||||
{
|
||||
return (MotionEngine.GetModule<DataConfigManager>().GetProcessMode() == ProcessMode.Assessment ||
|
||||
MotionEngine.GetModule<DataConfigManager>().GetProcessMode() == ProcessMode.Practice);
|
||||
}
|
||||
|
||||
public bool HandleClick(string clickedObject) //0911HQB 练习和考试点击全部返回True,把出口都换成True
|
||||
{
|
||||
Debug.Log("点击得物体--->" + clickedObject);
|
||||
string type = _currentMode.ToString();
|
||||
|
||||
if (_processes.ContainsKey(type))
|
||||
{
|
||||
ProcessCollection processCollection = _processes[type];
|
||||
|
||||
if (_currentStepIndex < processCollection.Steps.Count)
|
||||
{
|
||||
ProcessStep step = processCollection.Steps[_currentStepIndex];
|
||||
ProcessStepDescription currentAction = step.Actions[_currentActionIndex];
|
||||
if (_currentMode == ProcessMode.Teaching) //HQB 教学模式,不用管
|
||||
{
|
||||
// 强制有序处理
|
||||
if (currentAction.TargetObjects[currentAction.CurrentObjectIndex].Equals(clickedObject))
|
||||
{
|
||||
ProcessCorrectClick(step, currentAction, clickedObject);
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 输出错误信息,提示正确的点击对象
|
||||
string correctObjectName = currentAction.TargetObjects[currentAction.CurrentObjectIndex];
|
||||
Debug.Log($"错误点击:{clickedObject}。正确的物体是:{correctObjectName}");
|
||||
OnStepProcessDescriptionMessage?.Invoke($"<color=red>错误点击</color>,正确对象:{correctObjectName}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (currentAction.IsSequential)
|
||||
{
|
||||
// 按顺序点击的逻辑
|
||||
if (currentAction.CurrentObjectIndex < currentAction.TargetObjects.Count &&
|
||||
currentAction.TargetObjects[currentAction.CurrentObjectIndex] == clickedObject)
|
||||
{
|
||||
Debug.Log($"正确点击了:{clickedObject}");
|
||||
|
||||
currentAction.CurrentObjectIndex++; // 正确点击,递增对象索引
|
||||
currentAction.ClickedObjects.Add(clickedObject); // 添加到已点击对象集合
|
||||
HandleModeFeedback(_currentMode, currentAction); // 处理模式特定的反馈
|
||||
if (currentAction.CurrentObjectIndex >= currentAction.TargetObjects.Count)
|
||||
{
|
||||
CompleteAction(step, currentAction); // 完成当前动作
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (IsInPracticeOrAssessment()) return true; //0911HQB
|
||||
|
||||
string correctObjectName = currentAction.TargetObjects[currentAction.CurrentObjectIndex];
|
||||
Debug.Log($"错误点击或顺序错误:{clickedObject}。正确的物体是:{correctObjectName}");
|
||||
OnStepProcessDescriptionMessage?.Invoke($"<color=red>错误点击</color>,正确:{correctObjectName}");
|
||||
AddIncorrectClick(_currentStepIndex, clickedObject);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 不按顺序点击的逻辑
|
||||
if (currentAction.TargetObjects.Any(obj => obj == clickedObject))
|
||||
{
|
||||
if (currentAction.ClickedObjects.Any(obj => obj == clickedObject))
|
||||
{
|
||||
Debug.Log($"错误点击:{clickedObject}。这个物体已经点击过。");
|
||||
OnStepProcessDescriptionMessage?.Invoke($"<color=red>错误点击:</color>{clickedObject}。这个物体已经点击过。");
|
||||
return true; // 如果物体已经点击过,不继续处理
|
||||
}
|
||||
|
||||
if (!currentAction.ClickedObjects.Contains(clickedObject))
|
||||
{
|
||||
Debug.Log($"正确点击了:{clickedObject}");
|
||||
currentAction.ClickedObjects.Add(clickedObject); // 添加到已点击对象集合
|
||||
currentAction.CurrentObjectIndex++;
|
||||
HandleModeFeedback(_currentMode, currentAction); // 处理模式特定的反馈
|
||||
|
||||
if (currentAction.ClickedObjects.Count >= currentAction.TargetObjects.Count)
|
||||
{
|
||||
CompleteAction(step, currentAction); // 完成当前动作
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"");
|
||||
List<string> correctObjectNames = new List<string>();
|
||||
foreach (var obj in currentAction.TargetObjects)
|
||||
{
|
||||
if (!currentAction.ClickedObjects.Contains(obj))
|
||||
{
|
||||
correctObjectNames.Add(obj);
|
||||
}
|
||||
}
|
||||
|
||||
string correctObjects = string.Join(",", correctObjectNames);
|
||||
Debug.Log($"错误点击:{clickedObject} 正确的物体是:{correctObjects}");
|
||||
|
||||
OnStepProcessDescriptionMessage?.Invoke($"<color=red>错误点击</color>,正确:{correctObjects}");
|
||||
|
||||
AddIncorrectClick(_currentStepIndex, clickedObject);
|
||||
|
||||
if (IsInPracticeOrAssessment()) return true; //0911HQB 此处要保留错误,但是要能跳到下一步
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (IsInPracticeOrAssessment()) return true; //0911HQB
|
||||
return false;
|
||||
}
|
||||
|
||||
private void ProcessCorrectClick(ProcessStep step, ProcessStepDescription currentAction, string clickedObject)
|
||||
{
|
||||
Debug.Log($"正确点击了:{clickedObject}");
|
||||
currentAction.ClickedObjects.Add(clickedObject);
|
||||
currentAction.CurrentObjectIndex++;
|
||||
|
||||
if (currentAction.CurrentObjectIndex >= currentAction.TargetObjects.Count)
|
||||
{
|
||||
CompleteAction(step, currentAction);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 更新UI或其他元素以显示下一个目标对象
|
||||
HighlightNextObject(currentAction);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理完成当前动作的逻辑
|
||||
/// </summary>
|
||||
/// <param name="step">当前步骤</param>
|
||||
/// <param name="currentAction">当前动作</param>
|
||||
private void CompleteAction(ProcessStep step, ProcessStepDescription currentAction)
|
||||
{
|
||||
Debug.Log($"完成了动作 {_currentActionIndex + 1}");
|
||||
step.PlayAnimation(_currentActionIndex); // 播放当前动作的动画
|
||||
|
||||
_currentActionIndex++;
|
||||
currentAction.CurrentObjectIndex = 0; // 重置当前动作对象索引
|
||||
currentAction.ClickedObjects.Clear(); // 重置已点击对象集合
|
||||
currentAction.FeedbackDisplayed = false; // 重置反馈显示标志
|
||||
|
||||
if (_currentActionIndex >= step.Actions.Count)
|
||||
{
|
||||
Debug.Log("所有动作完成!=>" + step.StepDescription);
|
||||
step.IsCompleted = true;
|
||||
if (_currentMode == ProcessMode.Practice)
|
||||
{
|
||||
if (_currentStepIndex < _processes[_currentMode.ToString()].Steps.Count)
|
||||
{
|
||||
// if (currentMode == ProcessMode.Practice)
|
||||
// {
|
||||
// var nextStep = processes[currentMode.ToString()].Steps[currentStepIndex];
|
||||
// HandleModeFeedback(currentMode, nextStep.Actions[0]); // 准备下一个步骤
|
||||
// }
|
||||
|
||||
var nextStep = _processes[_currentMode.ToString()].Steps[_currentStepIndex];
|
||||
HandleModeFeedback(_currentMode, nextStep.Actions[0]); // 准备下一个步骤
|
||||
|
||||
_currentActionIndex = 0; // 重置动作索引或进入下一个大步骤
|
||||
_currentStepIndex++;
|
||||
|
||||
if (_currentStepIndex == _processes[_currentMode.ToString()].Steps.Count)
|
||||
{
|
||||
Debug.Log(CalculateTotalScore());
|
||||
OnCompleteEvent?.Invoke(CalculateTotalScore());
|
||||
Debug.Log("全部完成了!!!!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.其他)
|
||||
{
|
||||
OnCompleteEvent?.Invoke(CalculateTotalScore());
|
||||
}
|
||||
|
||||
|
||||
Debug.Log("全部完成了!!!!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_currentActionIndex = 0; // 重置动作索引或进入下一个大步骤
|
||||
_currentStepIndex++;
|
||||
if (_currentStepIndex < _processes[_currentMode.ToString()].Steps.Count)
|
||||
{
|
||||
// if (currentMode == ProcessMode.Practice)
|
||||
// {
|
||||
// var nextStep = processes[currentMode.ToString()].Steps[currentStepIndex];
|
||||
// HandleModeFeedback(currentMode, nextStep.Actions[0]); // 准备下一个步骤
|
||||
// }
|
||||
|
||||
var nextStep = _processes[_currentMode.ToString()].Steps[_currentStepIndex];
|
||||
HandleModeFeedback(_currentMode, nextStep.Actions[0]); // 准备下一个步骤
|
||||
}
|
||||
else
|
||||
{
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.其他)
|
||||
{
|
||||
OnCompleteEvent?.Invoke(CalculateTotalScore());
|
||||
}
|
||||
|
||||
OnTeachingPromptsObjects(null);
|
||||
Debug.Log("所有得步骤都已经完成了!");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("开始下一个动作!");
|
||||
HandleModeFeedback(_currentMode, step.Actions[_currentActionIndex]); // 传递下一个动作对象
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 判断是否为targetObjects中的最后一个物体
|
||||
/// </summary>
|
||||
/// <param name="action">当前的动作</param>
|
||||
/// <returns>是否为targetObjects中的最后一个物体</returns>
|
||||
private bool IsLastTargetObject(ProcessStepDescription action)
|
||||
{
|
||||
return action.CurrentObjectIndex == action.TargetObjects.Count - 1;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前模式处理相应的反馈逻辑,包括准备下一个步骤或动作
|
||||
/// </summary>
|
||||
/// <param name="mode">当前的流程模式</param>
|
||||
/// <param name="stepOrAction">当前步骤或动作</param>
|
||||
public void HandleModeFeedback(ProcessMode mode, object stepOrAction)
|
||||
{
|
||||
switch (mode)
|
||||
{
|
||||
case ProcessMode.Teaching:
|
||||
HighlightNextObject(stepOrAction as ProcessStepDescription); // 高亮下一个需要点击的物体
|
||||
break;
|
||||
case ProcessMode.Training:
|
||||
if (stepOrAction is ProcessStepDescription action)
|
||||
{
|
||||
Debug.Log($"培训模式:{action.StepDescription}");
|
||||
OnStepProcessMessage?.Invoke("提示:" + action.StepDescription);
|
||||
OnStepProcessDescriptionMessage?.Invoke("提示:" + action.StepDescription);
|
||||
// ShowTrainingStep(action.Description); // 在右上角显示流程步骤
|
||||
}
|
||||
else if (stepOrAction is ProcessStep step)
|
||||
{
|
||||
if (step.Actions.Count > 0)
|
||||
{
|
||||
Debug.Log($"培训模式:{step.Actions[0].StepDescription}");
|
||||
OnStepProcessMessage?.Invoke("提示:" + step.Actions[0].StepDescription);
|
||||
OnStepProcessDescriptionMessage?.Invoke("提示:" + step.Actions[0].StepDescription);
|
||||
// ShowTrainingStep(step.Actions[0].Description); // 在右上角显示流程步骤
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case ProcessMode.Practice:
|
||||
if (stepOrAction is ProcessStepDescription practiceAction)
|
||||
{
|
||||
if (IsLastTargetObject(practiceAction))
|
||||
{
|
||||
ShowPracticeStep(practiceAction); // 只显示当前步骤
|
||||
}
|
||||
}
|
||||
else if (stepOrAction is ProcessStep practiceStep)
|
||||
{
|
||||
if (practiceStep.Actions.Count > 0)
|
||||
{
|
||||
if (IsLastTargetObject(practiceStep.Actions[0]))
|
||||
{
|
||||
ShowPracticeStep(practiceStep.Actions[0]); // 只显示当前步骤
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
case ProcessMode.Assessment:
|
||||
// 考核模式无提示
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 高亮显示下一个需要点击的物体
|
||||
/// </summary>
|
||||
/// <param name="action">当前的动作</param>
|
||||
private void HighlightNextObject(ProcessStepDescription action)
|
||||
{
|
||||
if (action != null)
|
||||
{
|
||||
bool hasDuplicates = action.TargetObjects.GroupBy(x => x).Any(g => g.Count() > 1);
|
||||
|
||||
for (int i = action.CurrentObjectIndex; i < action.TargetObjects.Count; i++)
|
||||
{
|
||||
string nextObject = action.TargetObjects[i];
|
||||
if (hasDuplicates)
|
||||
{
|
||||
// 处理重复物体的高亮逻辑
|
||||
int count = action.TargetObjects.Take(i).Count(o => o == nextObject); // 统计当前物体之前出现的次数
|
||||
if (!action.ClickedObjects.Contains($"{nextObject}_{count}"))
|
||||
{
|
||||
OnStepProcessMessage?.Invoke("提示:" + action.StepDescription);
|
||||
OnStepProcessDescriptionMessage?.Invoke($"{action.Description}{nextObject}");
|
||||
// TeachingMessagePromptEvent?.Invoke($"{action.Description} <size=30>{nextObject}</size>");
|
||||
if (action.IsUI)
|
||||
{
|
||||
OnTeachingPromptsObjects?.Invoke(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
HighlightObject(nextObject);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 无重复物体的高亮逻辑
|
||||
if (!action.ClickedObjects.Contains(nextObject))
|
||||
{
|
||||
OnStepProcessMessage?.Invoke("提示:" + action.StepDescription);
|
||||
OnStepProcessDescriptionMessage?.Invoke($"{action.Description}{nextObject}");
|
||||
// TeachingMessagePromptEvent?.Invoke($"{action.Description} <size=30><align=center>{nextObject}</align></size>");
|
||||
|
||||
if (action.IsUI)
|
||||
{
|
||||
OnTeachingPromptsObjects?.Invoke(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
HighlightObject(nextObject);
|
||||
}
|
||||
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 高亮指定的物体
|
||||
/// </summary>
|
||||
/// <param name="objectName">物体名称</param>
|
||||
private void HighlightObject(string objectName)
|
||||
{
|
||||
try
|
||||
{
|
||||
var obj = GameObject.Find(objectName);
|
||||
|
||||
if (obj != null)
|
||||
{
|
||||
OnTeachingPromptsObjects?.Invoke(obj);
|
||||
// var highlightEffect = obj.GetComponent<HighlightEffect>();
|
||||
// if (highlightEffect != null)
|
||||
// {
|
||||
// highlightEffect.highlighted = true;
|
||||
// }
|
||||
|
||||
Debug.Log($"高亮显示:{objectName}");
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError($"异常高亮物体 {objectName}: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置当前模式
|
||||
/// </summary>
|
||||
/// <param name="mode">模式</param>
|
||||
public void SetCurrentMode(ProcessMode mode)
|
||||
{
|
||||
_currentMode = mode;
|
||||
_currentStepIndex = 0;
|
||||
_currentActionIndex = 0;
|
||||
}
|
||||
|
||||
|
||||
private void ShowPracticeStep(object nextStepOrAction)
|
||||
{
|
||||
if (nextStepOrAction is ProcessStepDescription practiceAction)
|
||||
{
|
||||
if (OnStepProcessMessage != null) OnStepProcessMessage(practiceAction.StepDescription);
|
||||
|
||||
|
||||
OnStepProcessDescriptionMessage?.Invoke(practiceAction.StepDescription);
|
||||
Debug.Log($"练习模式:{practiceAction.StepDescription}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 计算总分
|
||||
/// </summary>
|
||||
public int CalculateTotalScore()
|
||||
{
|
||||
float totalScore = 0;
|
||||
|
||||
// 如果当前模式没有在流程中,返回-1
|
||||
if (!_processes.ContainsKey(_currentMode.ToString()))
|
||||
return -1;
|
||||
|
||||
// 获取当前流程的步骤
|
||||
var steps = _processes[_currentMode.ToString()].Steps;
|
||||
|
||||
// 遍历每个步骤
|
||||
foreach (var step in steps)
|
||||
{
|
||||
SubmitScoreStep sub = new SubmitScoreStep();
|
||||
int stepIndex = steps.IndexOf(step);
|
||||
|
||||
// 如果当前步骤有错误点击记录,进行扣分处理
|
||||
if (_incorrectClicksPerStep.TryGetValue(stepIndex, out var incorrectClicks))
|
||||
{
|
||||
// 遍历所有动作
|
||||
foreach (var action in step.Actions)
|
||||
{
|
||||
// 计算每个物体的分数
|
||||
float scorePerObject = action.Score / action.TargetObjects.Count;
|
||||
Debug.Log("每个物体的分数--->" + scorePerObject);
|
||||
|
||||
// 扣除错误点击的分数
|
||||
float deductedScore = action.Score - scorePerObject * incorrectClicks.Count;
|
||||
totalScore += deductedScore;
|
||||
|
||||
Debug.Log("扣的分数--->" + (action.Score - deductedScore));
|
||||
Debug.Log($"步骤 {stepIndex + 1} 错误点击的物体: {string.Join(", ", incorrectClicks)}");
|
||||
|
||||
// 填充评分步骤对象
|
||||
sub.score = (int)deductedScore;
|
||||
sub.setScore = action.Score;
|
||||
sub.stepName = step.StepDescription;
|
||||
sub.testPoint = action.Description;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("步骤没问题");
|
||||
|
||||
// 如果步骤没有错误点击且未完成,分数为0
|
||||
if (!step.IsCompleted)
|
||||
{
|
||||
sub.score = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 遍历所有动作并加分
|
||||
foreach (var action in step.Actions)
|
||||
{
|
||||
sub.score = (int)action.Score;
|
||||
totalScore += action.Score; // 如果步骤完成,累加分数
|
||||
}
|
||||
}
|
||||
|
||||
sub.stepName = step.StepDescription;
|
||||
sub.testPoint = step.Actions[0].Description; // 假设所有动作的描述相同
|
||||
sub.setScore = step.Actions[0].Score;
|
||||
}
|
||||
|
||||
// 只有在考试模式下才记录分数
|
||||
if (MotionEngine.GetModule<DataConfigManager>().GetProcessMode() == ProcessMode.Assessment)
|
||||
_submitScoreSteps.Add(sub);
|
||||
}
|
||||
|
||||
Debug.Log($"总分: {totalScore}");
|
||||
return (int)totalScore;
|
||||
}
|
||||
|
||||
|
||||
public void OnCreate(object createParam)
|
||||
{
|
||||
_processes = new Dictionary<string, ProcessCollection>();
|
||||
_incorrectClicksPerStep = new Dictionary<int, List<string>>();
|
||||
}
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
//Debug.Log("==>当前得分:" + CalculateTotalScore());
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
}
|
||||
|
||||
// public async UniTask<bool> GetNetworkSetpData()
|
||||
// {
|
||||
// try
|
||||
// {
|
||||
// int kaoID = MotionEngine.GetModule<InfoDataManager>().GetParsedData().ExamId;
|
||||
//
|
||||
// Debug.Log(APIs.queryByExamId + kaoID);
|
||||
//
|
||||
// string json = await MotionEngine.GetModule<WebRequestManager>().GetTextAsync(APIs.queryByExamId + kaoID, null);
|
||||
//
|
||||
// Debug.Log("获取得考试题目---->" + json);
|
||||
//
|
||||
// SceneStepData _sceneStepData = JsonConvert.DeserializeObject<SceneStepData>(json);
|
||||
//
|
||||
// records = JsonConvert.DeserializeObject<List<Record>>(_sceneStepData.data.examContent);
|
||||
//
|
||||
// Debug.Log(_sceneStepData.data.examContent);
|
||||
//
|
||||
// return true;
|
||||
// }
|
||||
// catch (Exception e)
|
||||
// {
|
||||
// Debug.Log(e.Message);
|
||||
// MotionEngine.GetModule<MessageManager>().OpenMessageWindow("没有考试题目", MessageTypeEnum.Error);
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 初始化步骤
|
||||
/// </summary>
|
||||
public void InitializeFirstStep()
|
||||
{
|
||||
|
||||
_currentMode = ProcessMode.Teaching;
|
||||
|
||||
//如果是考核模式,就需要获取分数,其他模式用默认分数
|
||||
if (_currentMode == ProcessMode.Assessment)
|
||||
{
|
||||
//获取网络步骤分数
|
||||
// if (!await MotionEngine.GetModule<AnimationProcessManager>().GetNetworkSetpData())
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
AddProcess(_currentMode.ToString());
|
||||
|
||||
string json = System.IO.File.ReadAllText(Application.streamingAssetsPath + "/DataConfig/SceneStepData.json");
|
||||
|
||||
List<ProcessStep> steps = JsonConvert.DeserializeObject<List<ProcessStep>>(json);
|
||||
|
||||
foreach (var processStep in steps)
|
||||
{
|
||||
AddStepToProcess(_currentMode.ToString(), processStep);
|
||||
}
|
||||
|
||||
|
||||
// int index = 0;
|
||||
// foreach (var stepData in stepsContainer.Steps)
|
||||
// {
|
||||
// // List<ProcessStepDescription> actions = new List<ProcessStepDescription>();
|
||||
// //
|
||||
// // foreach (var actionData in stepData.Actions)
|
||||
// // {
|
||||
// // List<string> targetObjects = new List<string>();
|
||||
// // foreach (var objectName in actionData.TargetObjects)
|
||||
// // {
|
||||
// // targetObjects.Add(objectName);
|
||||
// // }
|
||||
// //
|
||||
// // Action action = () => { };
|
||||
// // actions.Add(new ProcessStepDescription(targetObjects, action, actionData.Description, actionData.IsSequential, stepData.StepDescription, actionData.IsUI));
|
||||
// // }
|
||||
//
|
||||
// // Debug.Log(records[index].Score);
|
||||
// // index++;
|
||||
//
|
||||
// // //通过接口获取分数数据
|
||||
//
|
||||
//
|
||||
// ProcessStep step = null;
|
||||
//
|
||||
// //如果是考核模式,就需要获取分数,其他模式用默认分数
|
||||
// // if (_currentMode == ProcessMode.Assessment)
|
||||
// // {
|
||||
// // step = new AnimationStep(stepData.StepDescription, records[index].Score, actions);
|
||||
// // }
|
||||
// // else
|
||||
// // {
|
||||
// // step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
|
||||
// // }
|
||||
//
|
||||
// // AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
|
||||
// index++;
|
||||
// AddStepToProcess(_currentMode.ToString(), step);
|
||||
// }
|
||||
|
||||
|
||||
//教学模式和培训模式需要初始化一下
|
||||
if (_currentMode == ProcessMode.Teaching || _currentMode == ProcessMode.Training)
|
||||
{
|
||||
if (CurrentProcessCollection.Steps.Count > 0)
|
||||
{
|
||||
ProcessStep firstStep = CurrentProcessCollection.Steps[0];
|
||||
if (firstStep.Actions.Count > 0)
|
||||
{
|
||||
HandleModeFeedback(_currentMode, firstStep.Actions[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public ProcessMode GetProcessMode()
|
||||
{
|
||||
return _currentMode;
|
||||
}
|
||||
|
||||
// public List<SubmitScoreStep> GetSubmitScoreStepList()
|
||||
// {
|
||||
// // _submitScoreSteps = new List<SubmitScoreStep>() { new SubmitScoreStep() { score = 10, stepName = "asd", testPoint = "大苏打实打实打算" } };
|
||||
// return _submitScoreSteps;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// HQB 在考试模式下对分数进行修正,结算点:
|
||||
/// </summary>
|
||||
public int AdjustedTotalScore()
|
||||
{
|
||||
int totalScore = 0;
|
||||
return totalScore;
|
||||
}
|
||||
|
||||
//public void AdjustScoreInPractice(CheckPoint checkPoint)
|
||||
//{
|
||||
// if (!_processes.ContainsKey(_currentMode.ToString())) return;
|
||||
// switch (checkPoint)
|
||||
// {
|
||||
// case CheckPoint.FirstInLive://第一次从工具间到现场
|
||||
// foreach (var step in _processes[_currentMode.ToString()].Steps)
|
||||
// {
|
||||
// switch (step.StepDescription)
|
||||
// {
|
||||
// case "填写工作票":
|
||||
// if (!step.IsCompleted)
|
||||
// {
|
||||
// foreach (var item in _incorrectClicksPerStep)//检查_incorrectClicksPerStep
|
||||
// {
|
||||
// foreach (var item1 in item.Value)
|
||||
// {
|
||||
// if (item1.Contains("工作单") && WorkorderComponent.instance.filledOrder)
|
||||
// {
|
||||
// step.IsCompleted = true;
|
||||
// step.Score = 10;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// step.IsCompleted = WorkorderComponent.instance.filledOrder;
|
||||
// break;
|
||||
// case "领取工器具及仪器设备":
|
||||
// if (!step.IsCompleted)
|
||||
// {
|
||||
|
||||
// }
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// _incorrectClicksPerStep.Clear();
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 85469ae51c98f9e478f5f5edeb3da446
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,406 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Security.Cryptography;
|
||||
using DefaultNamespace;
|
||||
using MotionFramework;
|
||||
using Newtonsoft.Json.Linq;
|
||||
using ToolsPack;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Timeline;
|
||||
|
||||
public enum ToolsPackScene
|
||||
{
|
||||
工具间,
|
||||
其他,
|
||||
现场堪察
|
||||
}
|
||||
|
||||
public class ToolsPackString
|
||||
{
|
||||
public ModelTypeEnum ModelTypeEnum;
|
||||
public string ToolsName;
|
||||
public int Index;
|
||||
}
|
||||
|
||||
public class ToolsPackWindowItemBtModel
|
||||
{
|
||||
public string btName;
|
||||
public int index;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 工具包
|
||||
/// </summary>
|
||||
public class ToolsPackManager : ModuleSingleton<ToolsPackManager>, IModule
|
||||
{
|
||||
private Dictionary<string, List<GameObject>> _toolsPack; //在工具间存
|
||||
private Dictionary<string, List<Vector3>> _toolsPackBackup;//HQB,记录tool的位置,切换场景后toolsPack的obj会销毁,以position作为标记
|
||||
|
||||
private Dictionary<string, List<ToolsPackString>> _toolsPackString; //只存值
|
||||
private Dictionary<string, Texture2D> _toolsPackWindowBtImage; //工具窗口下的按钮图集
|
||||
private List<GameObject> _toolsPackWindowItemBts; //工具窗口下创建的按钮集合,点击按钮的X用来删除和新增
|
||||
private GameObject _toolsPackWindow;
|
||||
private GameObject _toolsPackWindowBt;
|
||||
private Transform _canvas;
|
||||
|
||||
private GameObject _toolsPackWindowTemp;
|
||||
|
||||
private ToolsPackScene _toolsPackScene;
|
||||
|
||||
public delegate void StringEventHandler(string message);
|
||||
|
||||
public event StringEventHandler OnStringEvent;
|
||||
|
||||
public List<string> wearTools = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// HQB检查恢复_toolsPack,因为没有其他的键值,只能先以位置作为键值
|
||||
/// </summary>
|
||||
public void RecoverToolsPack()
|
||||
{
|
||||
if (_toolsPack == null || _toolsPack.Count == 0)return;
|
||||
// ToolRoomToolsContainer toolRoomToolsContainer = GameObject.FindObjectOfType<ToolRoomToolsContainer>();
|
||||
// if (toolRoomToolsContainer == null) return;
|
||||
//
|
||||
// foreach (var toolItem in _toolsPack)
|
||||
// {
|
||||
// for (int i = 0; i < toolItem.Value.Count; i++)
|
||||
// {
|
||||
// if (toolItem.Value[i] == null)
|
||||
// {
|
||||
// string toolName = toolItem.Key;
|
||||
// Vector3 pos = _toolsPackBackup[toolName][i];
|
||||
// for (int j = 0; j < toolRoomToolsContainer.transform.childCount; j++)
|
||||
// {
|
||||
// if (toolRoomToolsContainer.transform.GetChild(j).position.Equals(pos))
|
||||
// {
|
||||
// toolItem.Value[i] = toolRoomToolsContainer.transform.GetChild(j).gameObject;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
// 触发事件的方法
|
||||
public void OnTriggerStringEvent(string message)
|
||||
{
|
||||
if (OnStringEvent != null)
|
||||
{
|
||||
OnStringEvent(message);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnCreate(object createParam)
|
||||
{
|
||||
_toolsPack = new Dictionary<string, List<GameObject>>();
|
||||
_toolsPackString = new Dictionary<string, List<ToolsPackString>>();
|
||||
_toolsPackWindowItemBts = new List<GameObject>();
|
||||
_toolsPackBackup = new Dictionary<string, List<Vector3>>();//HQB初始化
|
||||
|
||||
//加载工具窗口按钮
|
||||
_toolsPackWindowBt = Resources.Load<GameObject>("Prefabs/UI_ToolOrMaterialsOrDeviceItem");
|
||||
//加载工具窗口
|
||||
_toolsPackWindow = Resources.Load<GameObject>("Prefabs/ToolsPackWindow");
|
||||
|
||||
// 从Resources/ToolsPack文件夹加载所有Texture2D资源
|
||||
Texture2D[] loadedTextures = Resources.LoadAll<Texture2D>("ToolAndMaterial");
|
||||
// 初始化List
|
||||
_toolsPackWindowBtImage = new Dictionary<string, Texture2D>();
|
||||
|
||||
// 将加载的Texture2D添加到List中
|
||||
foreach (Texture2D texture in loadedTextures)
|
||||
{
|
||||
|
||||
Debug.Log(texture.name);
|
||||
_toolsPackWindowBtImage.Add(texture.name, texture);
|
||||
}
|
||||
|
||||
Debug.Log("已添加工具包模块");
|
||||
}
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
//Debug.Log("===>ToolsPackManager");//HQB
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
_toolsPack.Clear();
|
||||
_toolsPackBackup.Clear();//HQB
|
||||
}
|
||||
|
||||
public void OnGUI()
|
||||
{
|
||||
}
|
||||
|
||||
public void AddWearTool(string wearToolName)
|
||||
{
|
||||
if (!wearTools.Contains(wearToolName))
|
||||
{
|
||||
wearTools.Add(wearToolName);
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveWearTool(string wearToolName)
|
||||
{
|
||||
if (wearTools.Contains(wearToolName))
|
||||
{
|
||||
wearTools.Remove(wearToolName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加到工具包
|
||||
/// </summary>
|
||||
/// <param name="toolsName"></param>
|
||||
/// <param name="toolsGame"></param>
|
||||
public void AddToolsPack(string toolsName, GameObject toolsGame)
|
||||
{
|
||||
if (!_toolsPack.ContainsKey(toolsName))
|
||||
{
|
||||
_toolsPack.Add(toolsName, new List<GameObject>() { toolsGame });
|
||||
_toolsPackBackup.Add(toolsName, new List<Vector3>() { toolsGame.transform.position });//HQB
|
||||
_toolsPackString.Add(toolsName, new List<ToolsPackString>()
|
||||
{
|
||||
new ToolsPackString()
|
||||
{
|
||||
ToolsName = toolsName,
|
||||
ModelTypeEnum = toolsGame.GetComponent<ToolsPackGameObjectComponent>().GetModelTypeEnum(),
|
||||
Index = 0
|
||||
}
|
||||
});
|
||||
toolsGame.GetComponent<ToolsPackGameObjectComponent>().SetIndex(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
toolsGame.GetComponent<ToolsPackGameObjectComponent>().SetIndex(_toolsPack[toolsName].Count);
|
||||
_toolsPack[toolsName].Add(toolsGame);
|
||||
_toolsPackBackup[toolsName].Add(toolsGame.transform.position);//HQB
|
||||
_toolsPackString[toolsName].Add(
|
||||
new ToolsPackString()
|
||||
{
|
||||
ToolsName = toolsName,
|
||||
ModelTypeEnum = toolsGame.GetComponent<ToolsPackGameObjectComponent>().GetModelTypeEnum(),
|
||||
Index = _toolsPack[toolsName].Count
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除工具包
|
||||
/// </summary>
|
||||
/// <param name="toolsName"></param>
|
||||
public void DeleteToolsPack(string toolsName, int index)
|
||||
{
|
||||
int count = _toolsPack[toolsName].Count;
|
||||
if (count > 1)
|
||||
{
|
||||
GameObject g = _toolsPack[toolsName].SingleOrDefault(s => s.GetComponent<ToolsPackGameObjectComponent>().GetIndex() == index);
|
||||
ToolsPackString gString = _toolsPackString[toolsName].SingleOrDefault(s => s.Index == index);
|
||||
_toolsPack[toolsName].Remove(g);
|
||||
_toolsPackString[toolsName].Remove(gString);
|
||||
// for (int i = 0; i < _toolsPack[toolsName].Count; i++)
|
||||
// {
|
||||
// if (_toolsPack[toolsName][i].GetComponent<ToolsPackGameObjectComponent>().GetIndex() == index)
|
||||
// {
|
||||
// _toolsPack[toolsName].re
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
_toolsPack.Remove(toolsName);
|
||||
_toolsPackString.Remove(toolsName);
|
||||
_toolsPackBackup.Remove(toolsName);//HQB
|
||||
}
|
||||
}
|
||||
|
||||
public void DeleteStringToolsPack(string toolsName, int index)
|
||||
{
|
||||
int count = _toolsPackString[toolsName].Count;
|
||||
if (count > 1)
|
||||
{
|
||||
ToolsPackString gString = _toolsPackString[toolsName].SingleOrDefault(s => s.Index == index);
|
||||
_toolsPackString[toolsName].Remove(gString);
|
||||
}
|
||||
else
|
||||
{
|
||||
_toolsPackString.Remove(toolsName);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有工具包内容
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public Dictionary<string, List<GameObject>> GetToolsPack()
|
||||
{
|
||||
if (_toolsPack != null || _toolsPack.Count > 0)//HQB
|
||||
{
|
||||
RecoverToolsPack();
|
||||
}
|
||||
return _toolsPack;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有工具包内容
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public Dictionary<string, List<ToolsPackString>> GetToolsPackString()
|
||||
{
|
||||
return _toolsPackString;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据名字查询工具包内容
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public GameObject GetToolsPack(string toolsName, int index)
|
||||
{
|
||||
List<GameObject> game;
|
||||
if (_toolsPack.TryGetValue(toolsName, out game))
|
||||
{
|
||||
for (int i = 0; i < game.Count; i++)
|
||||
{
|
||||
int iii = game[i].GetComponent<ToolsPackGameObjectComponent>().GetIndex();
|
||||
if (iii == index)
|
||||
{
|
||||
return (game[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public Texture2D GetToolsPackWindowBtImage(string gName)
|
||||
{
|
||||
Texture2D tex;
|
||||
if (_toolsPackWindowBtImage.TryGetValue(gName, out tex))
|
||||
{
|
||||
return tex;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public GameObject GetToolsPackWindow()
|
||||
{
|
||||
return _toolsPackWindow;
|
||||
}
|
||||
|
||||
public void CloseToolsPackWindow()
|
||||
{
|
||||
}
|
||||
|
||||
public GameObject GetToolsPackWindowBt()
|
||||
{
|
||||
return _toolsPackWindowBt;
|
||||
}
|
||||
|
||||
public GameObject GetToolsPackWindowTemp()
|
||||
{
|
||||
return _toolsPackWindowTemp;
|
||||
}
|
||||
|
||||
public void SetToolsPackWindowTemp(GameObject win)
|
||||
{
|
||||
_toolsPackWindowTemp = win;
|
||||
}
|
||||
|
||||
public Transform GetCanvas()
|
||||
{
|
||||
if (_canvas == null)
|
||||
{
|
||||
_canvas = GameObject.Find("Canvas").transform;
|
||||
}
|
||||
|
||||
return _canvas;
|
||||
}
|
||||
|
||||
public ToolsPackScene GetToolsPackScene()
|
||||
{
|
||||
return _toolsPackScene;
|
||||
}
|
||||
|
||||
public void SetToolsPackScene(ToolsPackScene toolsPackScene)
|
||||
{
|
||||
_toolsPackScene = toolsPackScene;
|
||||
}
|
||||
|
||||
public void AddToolsPackWindowItemBts(GameObject toolGame)
|
||||
{
|
||||
_toolsPackWindowItemBts.Add(toolGame);
|
||||
}
|
||||
|
||||
public void ClearToolsPackWindowItemBts()
|
||||
{
|
||||
_toolsPackWindowItemBts.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除背包里的UI按钮
|
||||
/// </summary>
|
||||
/// <param name="toolName"></param>
|
||||
/// <param name="index"></param>
|
||||
public void DeleteToolsPackWindowItemBts(string toolName, int index)
|
||||
{
|
||||
List<string> list = MotionEngine.GetModule<DataConfigManager>().GetToolsPackData(toolName);
|
||||
if (list != null)
|
||||
{
|
||||
for (int j = 0; j < list.Count; j++)
|
||||
{
|
||||
for (int i = 0; i < _toolsPackWindowItemBts.Count; i++)
|
||||
{
|
||||
ToolsPackWindowItemBtComponent toolspack = _toolsPackWindowItemBts[i].GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
int tooslIndex = toolspack.GetIndex();
|
||||
if (_toolsPackWindowItemBts[i].name == list[j] && tooslIndex == index)
|
||||
{
|
||||
if (toolspack.GetGameNumber() > 1)
|
||||
{
|
||||
toolspack.ReduceGameNumber();
|
||||
}
|
||||
else if (toolspack.GetGameNumber() == 1)
|
||||
{
|
||||
toolspack.ReduceGameNumber();
|
||||
GameObject g = _toolsPackWindowItemBts[i];
|
||||
_toolsPackWindowItemBts.Remove(g);
|
||||
UnityEngine.Object.Destroy(g);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < _toolsPackWindowItemBts.Count; i++)
|
||||
{
|
||||
ToolsPackWindowItemBtComponent toolspack = _toolsPackWindowItemBts[i].GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
|
||||
if (_toolsPackWindowItemBts[i].name == toolName && toolspack.GetIndex() == index)
|
||||
{
|
||||
if (toolspack.GetGameNumber() > 1)
|
||||
{
|
||||
toolspack.ReduceGameNumber();
|
||||
}
|
||||
else if (toolspack.GetGameNumber() == 1)
|
||||
{
|
||||
GameObject g = _toolsPackWindowItemBts[i];
|
||||
_toolsPackWindowItemBts.Remove(g);
|
||||
UnityEngine.Object.Destroy(g);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c6469a0cd6e5b5242bd7eb0ec497ffa2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,227 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DefaultNamespace;
|
||||
using MotionFramework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
public enum ModelTypeEnum
|
||||
{
|
||||
工具,
|
||||
设备,
|
||||
材料
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 工具窗口管理器
|
||||
/// </summary>
|
||||
public class ToolsPackWindowManager : MonoBehaviour
|
||||
{
|
||||
private Dictionary<string, List<GameObject>> _toolsNames;
|
||||
private Dictionary<string, List<ToolsPackString>> _toolsNamesString;
|
||||
private Dictionary<string, ToolsPackWindowItemBtComponent> _toolsNameTemp;
|
||||
|
||||
[SerializeField] private Transform content;
|
||||
[SerializeField] private Toggle tog;
|
||||
|
||||
public static bool isOpenBag = false;
|
||||
|
||||
public void OnEnable()
|
||||
{
|
||||
// ChangePage(ModelTypeEnum.工具);
|
||||
|
||||
StartCoroutine(SetToggleOnNextFrame(tog));
|
||||
isOpenBag = true;
|
||||
}
|
||||
|
||||
private IEnumerator SetToggleOnNextFrame(Toggle toggle)
|
||||
{
|
||||
// 等待一帧,确保所有初始化完成
|
||||
yield return null;
|
||||
|
||||
// 设置 Toggle 的选中状态
|
||||
// 设置 isOn 属性为 true
|
||||
toggle.isOn = true;
|
||||
toggle.onValueChanged.Invoke(true);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
isOpenBag = false;
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Toggle切换
|
||||
/// </summary>
|
||||
public void ChangePage(ModelTypeEnum windw)
|
||||
{
|
||||
int count = content.childCount;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Destroy(content.GetChild(i).gameObject);
|
||||
}
|
||||
|
||||
MotionEngine.GetModule<ToolsPackManager>().ClearToolsPackWindowItemBts();
|
||||
_toolsNameTemp = new Dictionary<string, ToolsPackWindowItemBtComponent>();
|
||||
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.工具间)
|
||||
{
|
||||
//初始化工具集
|
||||
_toolsNames = MotionEngine.GetModule<ToolsPackManager>().GetToolsPack();
|
||||
|
||||
GameObject bt = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindowBt();
|
||||
foreach (var v in _toolsNames)
|
||||
{
|
||||
List<string> li = MotionEngine.GetModule<DataConfigManager>().GetToolsPackData(v.Key);
|
||||
|
||||
if (li == null)
|
||||
{
|
||||
foreach (var b in v.Value)
|
||||
{
|
||||
ToolsPackGameObjectComponent tp = b.GetComponent<ToolsPackGameObjectComponent>();
|
||||
if (_toolsNameTemp.ContainsKey(v.Key))
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent;
|
||||
if (_toolsNameTemp.TryGetValue(v.Key, out btComponent))
|
||||
{
|
||||
btComponent.AddGameNumber(v.Key, tp.GetIndex());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tp.GetModelTypeEnum() == windw)
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent = Instantiate(bt, content, false).GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
btComponent.name = v.Key;
|
||||
btComponent.Init(v.Key, v.Key, tp.GetIndex(), tp.GetModelTypeEnum());
|
||||
MotionEngine.GetModule<ToolsPackManager>().AddToolsPackWindowItemBts(btComponent.gameObject);
|
||||
_toolsNameTemp.Add(v.Key, btComponent);
|
||||
|
||||
List<string> wearToolsTemp = MotionEngine.GetModule<ToolsPackManager>().wearTools;
|
||||
if (wearToolsTemp.Contains(v.Key))
|
||||
{
|
||||
btComponent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var lis in v.Value)
|
||||
{
|
||||
if (lis.GetComponent<ToolsPackGameObjectComponent>().GetModelTypeEnum() == windw)
|
||||
{
|
||||
foreach (var to in li)
|
||||
{
|
||||
ToolsPackGameObjectComponent tp = lis.GetComponent<ToolsPackGameObjectComponent>();
|
||||
if (_toolsNameTemp.ContainsKey(to))
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent1;
|
||||
if (_toolsNameTemp.TryGetValue(to, out btComponent1))
|
||||
{
|
||||
btComponent1.AddGameNumber(v.Key, tp.GetIndex());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent = Instantiate(bt, content, false).GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
btComponent.name = to;
|
||||
btComponent.Init(to, v.Key, tp.GetIndex(), tp.GetModelTypeEnum());
|
||||
MotionEngine.GetModule<ToolsPackManager>().AddToolsPackWindowItemBts(btComponent.gameObject);
|
||||
_toolsNameTemp.Add(to, btComponent);
|
||||
List<string> wearToolsTemp = MotionEngine.GetModule<ToolsPackManager>().wearTools;
|
||||
if (wearToolsTemp.Contains(to))
|
||||
{
|
||||
btComponent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_toolsNamesString = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackString();
|
||||
GameObject bt = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindowBt();
|
||||
foreach (var v in _toolsNamesString)
|
||||
{
|
||||
List<string> li = MotionEngine.GetModule<DataConfigManager>().GetToolsPackData(v.Key);
|
||||
|
||||
if (li == null)
|
||||
{
|
||||
foreach (var b in v.Value)
|
||||
{
|
||||
if (_toolsNameTemp.ContainsKey(v.Key))
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent;
|
||||
if (_toolsNameTemp.TryGetValue(v.Key, out btComponent))
|
||||
{
|
||||
btComponent.AddGameNumber(v.Key, b.Index);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (b.ModelTypeEnum == windw)
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent = Instantiate(bt, content, false).GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
btComponent.name = v.Key;
|
||||
btComponent.Init(v.Key, v.Key, b.Index, b.ModelTypeEnum);
|
||||
MotionEngine.GetModule<ToolsPackManager>().AddToolsPackWindowItemBts(btComponent.gameObject);
|
||||
_toolsNameTemp.Add(v.Key, btComponent);
|
||||
List<string> wearToolsTemp = MotionEngine.GetModule<ToolsPackManager>().wearTools;
|
||||
if (wearToolsTemp.Contains(v.Key))
|
||||
{
|
||||
btComponent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var lis in v.Value)
|
||||
{
|
||||
if (lis.ModelTypeEnum == windw)
|
||||
{
|
||||
foreach (var to in li)
|
||||
{
|
||||
if (_toolsNameTemp.ContainsKey(to))
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent1;
|
||||
if (_toolsNameTemp.TryGetValue(to, out btComponent1))
|
||||
{
|
||||
btComponent1.AddGameNumber(v.Key, lis.Index);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ToolsPackWindowItemBtComponent btComponent = Instantiate(bt, content, false).GetComponent<ToolsPackWindowItemBtComponent>();
|
||||
btComponent.name = to;
|
||||
btComponent.Init(to, v.Key, lis.Index, lis.ModelTypeEnum);
|
||||
List<string> wearToolsTemp = MotionEngine.GetModule<ToolsPackManager>().wearTools;
|
||||
if (wearToolsTemp.Contains(v.Key))
|
||||
{
|
||||
btComponent.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3b9d54a17a1e40b0a1cf230c2f29c1bd
|
||||
timeCreated: 1717385219
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da77a8e5bce740a98b755d7e4921b870
|
||||
timeCreated: 1731308131
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6f0428a537cc4eb296f96c77d629daa1
|
||||
timeCreated: 1731308173
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 流程集合
|
||||
/// </summary>
|
||||
public class ProcessCollection
|
||||
{
|
||||
public string Type { get; set; } // 流程类型(例如:教学、培训、练习)
|
||||
public List<ProcessStep> Steps { get; private set; } // 流程中的步骤列表
|
||||
|
||||
/// <summary>
|
||||
/// 构造函数
|
||||
/// </summary>
|
||||
/// <param name="type">流程类型</param>
|
||||
public ProcessCollection(string type)
|
||||
{
|
||||
Type = type;
|
||||
Steps = new List<ProcessStep>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加步骤到流程中
|
||||
/// </summary>
|
||||
/// <param name="step">要添加的步骤</param>
|
||||
public void AddStep(ProcessStep step)
|
||||
{
|
||||
Steps.Add(step);
|
||||
}
|
||||
|
||||
// /// <summary>
|
||||
// /// 计算流程的总评分
|
||||
// /// </summary>
|
||||
// /// <returns>总评分</returns>
|
||||
// public float CalculateTotalScore()
|
||||
// {
|
||||
// float totalScore = 0;
|
||||
// foreach (AnimationStep step in Steps)
|
||||
// {
|
||||
// totalScore += step.Score;
|
||||
// }
|
||||
// return totalScore;
|
||||
// }
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3b526e206bc640a787364cf5b2eb8706
|
||||
timeCreated: 1717739600
|
||||
|
|
@ -0,0 +1,26 @@
|
|||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 流程模式枚举
|
||||
/// </summary>
|
||||
public enum ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 教学模式
|
||||
/// </summary>
|
||||
Teaching = 2,
|
||||
/// <summary>
|
||||
/// 培训模式
|
||||
/// </summary>
|
||||
Training = 3,
|
||||
/// <summary>
|
||||
/// 练习模式
|
||||
/// </summary>
|
||||
Practice = 0,
|
||||
/// <summary>
|
||||
/// 考核模式
|
||||
/// </summary>
|
||||
Assessment = 1
|
||||
}
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 091eda4e3d224c799298ffd8a573db54
|
||||
timeCreated: 1717739548
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
using System.Collections.Generic;
|
||||
|
||||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 主流程
|
||||
/// </summary>
|
||||
public class ProcessStep
|
||||
{
|
||||
public string StepDescription { get; set; } // 步骤描述
|
||||
public List<ProcessStepDescription> Actions { get; private set; } // 动作列表
|
||||
public bool IsCompleted { get; set; } // 是否已经完成
|
||||
|
||||
public ProcessStep(string stepDescription, List<ProcessStepDescription> actions)
|
||||
{
|
||||
StepDescription = stepDescription;
|
||||
Actions = actions;
|
||||
IsCompleted = false;
|
||||
}
|
||||
|
||||
public void PlayAnimation(int index)
|
||||
{
|
||||
if (index >= 0 && index < Actions.Count)
|
||||
{
|
||||
Actions[index].Action?.Invoke(); // 执行动画
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8be94b99117d4f8cb155e4040dad827a
|
||||
timeCreated: 1717730542
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DefaultNamespace.ProcessMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 子流程
|
||||
/// </summary>
|
||||
public class ProcessStepDescription
|
||||
{
|
||||
public List<string> TargetObjects { get; set; }
|
||||
public Action Action { get; set; }
|
||||
public string Description { get; set; }
|
||||
public bool IsSequential { get; set; } // 是否按顺序点击
|
||||
public HashSet<string> ClickedObjects { get; private set; } // 已点击的对象集合
|
||||
public int CurrentObjectIndex { get; set; } // 当前对象的点击索引,仅用于按顺序点击的情况
|
||||
public bool FeedbackDisplayed { get; set; } // 是否已经显示过反馈
|
||||
public string StepDescription { get; set; }
|
||||
public bool IsUI { get; set; }
|
||||
public float Score { get; set; } // 新增:动作评分
|
||||
|
||||
public ProcessStepDescription(List<string> targetObjects, Action action, string description, bool isSequential, string stepDescription, bool isUI, float score = 0)
|
||||
{
|
||||
TargetObjects = targetObjects ?? new List<string>();
|
||||
Action = action;
|
||||
Description = description;
|
||||
IsSequential = isSequential;
|
||||
ClickedObjects = new HashSet<string>(); // 初始化已点击的对象集合
|
||||
CurrentObjectIndex = 0; // 初始化为第一个对象
|
||||
FeedbackDisplayed = false; // 初始化反馈未显示
|
||||
StepDescription = stepDescription;
|
||||
IsUI = isUI;
|
||||
Score = score; // 初始化动作分数
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f69314a2c8ae4f2f9463f3d3a29d7a30
|
||||
timeCreated: 1718109086
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9b4bc9cf977049f409da9fec118aca2e
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,92 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DefaultNamespace.Dto;
|
||||
using Newtonsoft.Json;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
public class ElectricEnergyMeterData : MonoBehaviour
|
||||
{
|
||||
public List<string> valueNumber = new List<string>();
|
||||
public TMP_Text te;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
string json = @"
|
||||
{
|
||||
'scenename': '场景名称',
|
||||
'questbooks': '本次训练任务默认停电作业,现场集中器损坏,需要查看情况,并处理。',
|
||||
'userinformation': '用户基本信息',
|
||||
'energyinformation': '现场电能表信息内容',
|
||||
'energylist': [
|
||||
{
|
||||
'work': '正向有功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '630732.86'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '600227.02'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '30505.84'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '正向无功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '90704.72'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '82394.39'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '8310.33'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '反向有功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '0'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '0'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '0'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '反向无功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '18385.2'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '13222.55'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '5162.65'}
|
||||
]
|
||||
}
|
||||
]
|
||||
}";
|
||||
|
||||
// 解析JSON字符串
|
||||
// ElectricEnergyData electricEnergyData = JsonConvert.DeserializeObject<ElectricEnergyData>(json);
|
||||
|
||||
// // 输出一些数据来验证解析
|
||||
// Debug.Log("场景名称: " + sceneData.scenename);
|
||||
// Debug.Log("任务描述: " + sceneData.questbooks);
|
||||
// Debug.Log("用户信息: " + sceneData.userinformation);
|
||||
// Debug.Log("电能表信息: " + sceneData.energyinformation);
|
||||
//
|
||||
// foreach (var energy in electricEnergyData.energylist)
|
||||
// {
|
||||
// // Debug.Log("Work: " + energy.work);
|
||||
// foreach (var worklist in energy.worklist)
|
||||
// {
|
||||
// valueNumber.Add(worklist.valuework);
|
||||
// // Debug.Log($"Key: {worklist.keywork}, Value: {worklist.valuework}");
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
public void SetValue(int index)
|
||||
{
|
||||
te.text = valueNumber[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ac47f0227c398ee4699ffdc6b064aebf
|
||||
timeCreated: 1718244118
|
||||
|
|
@ -0,0 +1,109 @@
|
|||
using System;
|
||||
using DefaultNamespace;
|
||||
using DefaultNamespace.ProcessMode;
|
||||
// using HighlightPlus;
|
||||
using MotionFramework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
//public enum ToolProperties
|
||||
//{
|
||||
// 默认,
|
||||
// 穿戴,
|
||||
// 工具
|
||||
//}
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
/// <summary>
|
||||
/// 附着在工具模型上
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(BoxCollider))]
|
||||
// [RequireComponent(typeof(HighlightEffect))]
|
||||
public class ToolsPackGameObjectComponent : MonoBehaviour
|
||||
{
|
||||
// private HighlightEffect _highlight;
|
||||
private int index;
|
||||
[SerializeField] private ModelTypeEnum _modelTypeEnum;
|
||||
[SerializeField] private ToolsPackScene _toolsPackScene;
|
||||
[SerializeField] private bool IsClick = true;
|
||||
//public ToolProperties _ToolProperties = ToolProperties.默认;
|
||||
private void Awake()
|
||||
{
|
||||
// _highlight = this.GetComponent<HighlightEffect>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
// _toolsPackScene = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// _highlight.highlighted = false;
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.工具间)
|
||||
{
|
||||
bool b = MotionEngine.GetModule<ProcessManager>().HandleClick(this.gameObject.name);
|
||||
|
||||
if (b)
|
||||
{
|
||||
if (IsClick)
|
||||
MotionEngine.GetModule<ToolsPackManager>().AddToolsPack(this.name, this.gameObject);
|
||||
this.gameObject.SetActive(false);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseEnter()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// _highlight.highlighted = true;
|
||||
}
|
||||
|
||||
private void OnMouseExit()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// _highlight.highlighted = false;
|
||||
}
|
||||
|
||||
public void SetIndex(int inde)
|
||||
{
|
||||
index = inde;
|
||||
}
|
||||
|
||||
public int GetIndex()
|
||||
{
|
||||
return index;
|
||||
}
|
||||
|
||||
// public void SetModelTypeEnum(ModelTypeEnum mo)
|
||||
// {
|
||||
// _modelTypeEnum = mo;
|
||||
// }
|
||||
|
||||
public ModelTypeEnum GetModelTypeEnum()
|
||||
{
|
||||
return _modelTypeEnum;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 94f37b75bc424c5c818ec365d2c18168
|
||||
timeCreated: 1717382345
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
using System;
|
||||
using MotionFramework;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
/// <summary>
|
||||
/// 工具菜单按钮事件
|
||||
/// </summary>
|
||||
public class ToolsPackMenuBtOnClick : MonoBehaviour
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
this.GetComponent<Button>().onClick.AddListener(delegate
|
||||
{
|
||||
// if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.其他)
|
||||
// {
|
||||
// Backpack.instance.transform.localScale = Vector3.one;
|
||||
// }
|
||||
// else if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.现场堪察)
|
||||
// {
|
||||
// Backpack.instance.transform.localScale = Vector3.one;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// GameObject towin = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindowTemp();
|
||||
// if (towin == null)
|
||||
// {
|
||||
// GameObject win = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindow();
|
||||
// MotionEngine.GetModule<ToolsPackManager>().SetToolsPackWindowTemp(Instantiate(win, MotionEngine.GetModule<ToolsPackManager>().GetCanvas(), false));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// towin.SetActive(true);
|
||||
// }
|
||||
// }
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8768f1946ef64a2daa62ded671a1fcb1
|
||||
timeCreated: 1717393997
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
using System;
|
||||
using DefaultNamespace;
|
||||
using DefaultNamespace.ProcessMode;
|
||||
using MotionFramework;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
public class ToolsPackSceneJump : MonoBehaviour
|
||||
{
|
||||
public string Scenename;
|
||||
static private string saveSN;//LY
|
||||
public void Start()
|
||||
{
|
||||
//学习模式下不能返回工具间
|
||||
if (MotionEngine.GetModule<DataConfigManager>().GetProcessMode() == ProcessMode.Teaching && Scenename.Equals("工具间"))
|
||||
{
|
||||
this.gameObject.SetActive(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.GetComponent<Button>().onClick.AddListener(delegate
|
||||
{
|
||||
if (saveSN == Scenename)//LY
|
||||
{
|
||||
return;
|
||||
}
|
||||
saveSN = Scenename;
|
||||
// MotionEngine.GetModule<AnimationProcessManager>().HandleClick("前往现场");
|
||||
SceneManager.LoadScene(Scenename);
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 950ed43ca18941be90c7e1a16b578539
|
||||
timeCreated: 1718067966
|
||||
|
|
@ -0,0 +1,191 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DefaultNamespace;
|
||||
using MotionFramework;
|
||||
using TMPro;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
/// <summary>
|
||||
/// 背包按钮组件
|
||||
/// </summary>
|
||||
public class ToolsPackWindowItemBtComponent : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private RawImage ico;
|
||||
[SerializeField] private GameObject closeBt;
|
||||
[SerializeField] private string btName;
|
||||
[SerializeField] private int index;
|
||||
[SerializeField] private int gameNumber;
|
||||
[SerializeField] private string btNameText;
|
||||
[SerializeField] private ModelTypeEnum _modelTypeEnum;
|
||||
[SerializeField] private TMP_Text numberText;
|
||||
|
||||
|
||||
// [SerializeField] private Sprite defaultSprite;
|
||||
// [SerializeField] private Sprite clickSprite;
|
||||
[SerializeField] private Image btImage;
|
||||
[SerializeField] private Button clickButton;
|
||||
|
||||
[SerializeField] private string clickName;
|
||||
[SerializeField] private GameObject modelNameGame;
|
||||
[SerializeField] private Dictionary<int, string> _toolsPackWindowItemBtModels;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
btImage = this.GetComponent<Image>();
|
||||
gameNumber = 1;
|
||||
_toolsPackWindowItemBtModels = new Dictionary<int, string>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
closeBt.GetComponent<Button>().onClick.AddListener(delegate
|
||||
{
|
||||
index = _toolsPackWindowItemBtModels.Count - 1;
|
||||
btName = _toolsPackWindowItemBtModels[_toolsPackWindowItemBtModels.Count - 1];
|
||||
|
||||
|
||||
GameObject toolsGame = MotionEngine.GetModule<ToolsPackManager>().GetToolsPack(btName, index);
|
||||
toolsGame.SetActive(true);
|
||||
MotionEngine.GetModule<ToolsPackManager>().DeleteToolsPack(btName, index);
|
||||
MotionEngine.GetModule<ToolsPackManager>().DeleteToolsPackWindowItemBts(btName, index);
|
||||
});
|
||||
|
||||
clickButton.onClick.AddListener(delegate
|
||||
{
|
||||
MotionEngine.GetModule<ToolsPackManager>().OnTriggerStringEvent(clickName);
|
||||
index = _toolsPackWindowItemBtModels.Count - 1;
|
||||
int tPIBM_Index = _toolsPackWindowItemBtModels.Count - 1;
|
||||
if (tPIBM_Index > 0) tPIBM_Index = 0;//HQB多次拿同一个工具会出现问题
|
||||
btName = _toolsPackWindowItemBtModels[tPIBM_Index];//[_toolsPackWindowItemBtModels.Count - 1];
|
||||
switch (_modelTypeEnum)
|
||||
{
|
||||
case ModelTypeEnum.工具:
|
||||
break;
|
||||
case ModelTypeEnum.设备:
|
||||
MotionEngine.GetModule<ToolsPackManager>().DeleteStringToolsPack(btName, index);
|
||||
MotionEngine.GetModule<ToolsPackManager>().DeleteToolsPackWindowItemBts(btName, index);
|
||||
break;
|
||||
}
|
||||
|
||||
MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindowTemp().SetActive(false);
|
||||
});
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (this.name == "单相表三角钥匙")
|
||||
{
|
||||
closeBt.SetActive(false);
|
||||
|
||||
}
|
||||
else if (this.name == "工作证")
|
||||
{
|
||||
closeBt.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Init(string gName, string btName, int index, ModelTypeEnum modelTypeEnum)
|
||||
{
|
||||
btNameText = gName;
|
||||
clickName = btName;
|
||||
// this.index = index;
|
||||
_modelTypeEnum = modelTypeEnum;
|
||||
ico.texture = MotionEngine.GetModule<ToolsPackManager>().GetToolsPackWindowBtImage(gName);
|
||||
numberText.text = $"x{gameNumber.ToString()}";
|
||||
|
||||
_toolsPackWindowItemBtModels.Add(index, btName);
|
||||
|
||||
// if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.工具间)
|
||||
// {
|
||||
// closeBt.SetActive(true);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// closeBt.SetActive(false);
|
||||
// }
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
modelNameGame.SetActive(true);
|
||||
modelNameGame.transform.Find("Text").GetComponent<TMP_Text>().text = this.name;
|
||||
// btImage.sprite = clickSprite;
|
||||
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.工具间)
|
||||
{
|
||||
if (MotionEngine.GetModule<DataConfigManager>().GetProcessMode() != DefaultNamespace.ProcessMode.ProcessMode.Teaching)
|
||||
{
|
||||
|
||||
if (this.name == "单相表三角钥匙")
|
||||
{
|
||||
closeBt.SetActive(false);
|
||||
|
||||
}
|
||||
else if (this.name == "工作证")
|
||||
{
|
||||
closeBt.SetActive(false);
|
||||
}
|
||||
else
|
||||
closeBt.SetActive(true);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
modelNameGame.SetActive(false);
|
||||
// btImage.sprite = defaultSprite;
|
||||
if (MotionEngine.GetModule<ToolsPackManager>().GetToolsPackScene() == ToolsPackScene.工具间)
|
||||
{
|
||||
closeBt.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
public int GetIndex()
|
||||
{
|
||||
return _toolsPackWindowItemBtModels.Count - 1;
|
||||
}
|
||||
|
||||
|
||||
public int GetGameNumber()
|
||||
{
|
||||
return gameNumber;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加物体堆叠数
|
||||
/// </summary>
|
||||
/// <param name="btName"></param>
|
||||
/// <param name="index"></param>
|
||||
public void AddGameNumber(string btName, int index)
|
||||
{
|
||||
gameNumber++;
|
||||
numberText.text = $"x{gameNumber.ToString()}";
|
||||
_toolsPackWindowItemBtModels[index] = btName;
|
||||
//_toolsPackWindowItemBtModels.Add(index, btName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 减去堆叠数
|
||||
/// </summary>
|
||||
public void ReduceGameNumber()
|
||||
{
|
||||
string na = this.gameObject.name;
|
||||
gameNumber--;
|
||||
numberText.text = $"x{gameNumber.ToString()}";
|
||||
_toolsPackWindowItemBtModels.Remove(_toolsPackWindowItemBtModels.Count - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 02ba728ddc674edeb1c6349f587246eb
|
||||
timeCreated: 1717407164
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MotionFramework;
|
||||
using ToolsPack;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ToolsPackWindowToggle : MonoBehaviour
|
||||
{
|
||||
|
||||
[SerializeField] private ModelTypeEnum modelTypeEnum;
|
||||
[SerializeField] private ToolsPackWindowManager _toolsPackWindowManager;
|
||||
private void Start()
|
||||
{
|
||||
// GameObject window =
|
||||
|
||||
this.GetComponent<Toggle>().onValueChanged.AddListener((arg) =>
|
||||
{
|
||||
_toolsPackWindowManager.ChangePage(modelTypeEnum);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 49026045854741a4794a47471cd16015
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,81 @@
|
|||
using System;
|
||||
using DefaultNamespace.Dto;
|
||||
using Newtonsoft.Json;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ToolsPack
|
||||
{
|
||||
public class ToolsSceneData : MonoBehaviour
|
||||
{
|
||||
private void Start()
|
||||
{
|
||||
string json = @"
|
||||
{
|
||||
'scenename': '场景名称',
|
||||
'questbooks': '本次训练任务默认停电作业,现场集中器损坏,需要查看情况,并处理。',
|
||||
'userinformation': '用户基本信息',
|
||||
'energyinformation': '现场电能表信息内容',
|
||||
'energylist': [
|
||||
{
|
||||
'work': '正向有功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '630732.86'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '600227.02'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '30505.84'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '正向无功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '90704.72'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '82394.39'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '8310.33'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '反向有功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '0'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '0'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '0'}
|
||||
]
|
||||
},
|
||||
{
|
||||
'work': '反向无功',
|
||||
'worklist': [
|
||||
{'keywork': '总', 'valuework': '18385.2'},
|
||||
{'keywork': '尖', 'valuework': '0'},
|
||||
{'keywork': '峰', 'valuework': '13222.55'},
|
||||
{'keywork': '平', 'valuework': '0'},
|
||||
{'keywork': '谷', 'valuework': '5162.65'}
|
||||
]
|
||||
}
|
||||
]
|
||||
}";
|
||||
|
||||
// 解析JSON字符串
|
||||
SceneData sceneData = JsonConvert.DeserializeObject<SceneData>(json);
|
||||
//
|
||||
// // 输出一些数据来验证解析
|
||||
// Debug.Log("场景名称: " + sceneData.scenename);
|
||||
// Debug.Log("任务描述: " + sceneData.questbooks);
|
||||
// Debug.Log("用户信息: " + sceneData.userinformation);
|
||||
// Debug.Log("电能表信息: " + sceneData.energyinformation);
|
||||
//
|
||||
// foreach (var energy in sceneData.energylist)
|
||||
// {
|
||||
// Debug.Log("Work: " + energy.work);
|
||||
// foreach (var worklist in energy.worklist)
|
||||
// {
|
||||
// Debug.Log($"Key: {worklist.keywork}, Value: {worklist.valuework}");
|
||||
// }
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 0d3b1a9715a34aa8ab0530af2056aaf9
|
||||
timeCreated: 1718244118
|
||||
|
|
@ -0,0 +1,78 @@
|
|||
// using System;
|
||||
// using System.Collections;
|
||||
// using System.Collections.Generic;
|
||||
// using System.Threading.Tasks;
|
||||
// using DefaultNamespace;
|
||||
// using DefaultNamespace.Dto;
|
||||
// using DefaultNamespace.ProcessMode;
|
||||
// using MotionFramework;
|
||||
// using Newtonsoft.Json;
|
||||
// using UnityEngine;
|
||||
//
|
||||
// namespace ToolsPack
|
||||
// {
|
||||
//
|
||||
//
|
||||
// [ScriptDescription("工具间场景的流程启动器")]
|
||||
// public class ToolsSceneProcessLauncher : MonoBehaviour
|
||||
// {
|
||||
// private AnimationProcessManager processManager;
|
||||
//
|
||||
//
|
||||
// private async void Start()
|
||||
// {
|
||||
// await Task.Delay(TimeSpan.FromSeconds(1));
|
||||
//
|
||||
//
|
||||
// processManager = MotionEngine.GetModule<AnimationProcessManager>();
|
||||
//
|
||||
//
|
||||
// processManager.ClearProcess();
|
||||
//
|
||||
//
|
||||
// processManager.AddProcess( MotionEngine.GetModule<DataConfigManager>().GetProcessMode().ToString());
|
||||
//
|
||||
// string json =
|
||||
// StepsContainer stepsContainer = JsonConvert.DeserializeObject<StepsContainer>(json);
|
||||
//
|
||||
//
|
||||
// foreach (var stepData in stepsContainer.Steps)
|
||||
// {
|
||||
// List<ActionWithDescription> actions = new List<ActionWithDescription>();
|
||||
//
|
||||
// foreach (var actionData in stepData.Actions)
|
||||
// {
|
||||
// List<string> targetObjects = new List<string>();
|
||||
// foreach (var objectName in actionData.TargetObjects)
|
||||
// {
|
||||
// targetObjects.Add(objectName);
|
||||
// }
|
||||
//
|
||||
// Action action = () => { };
|
||||
// actions.Add(new ActionWithDescription(targetObjects, action, actionData.Description, actionData.IsSequential,stepData.StepDescription));
|
||||
// }
|
||||
//
|
||||
// AnimationStep step = new AnimationStep(stepData.StepDescription, stepData.Score, actions);
|
||||
// processManager.AddStepToProcess(MotionEngine.GetModule<DataConfigManager>().GetProcessMode().ToString(), step);
|
||||
// }
|
||||
//
|
||||
// InitializeFirstStep();
|
||||
//
|
||||
// }
|
||||
//
|
||||
// private void InitializeFirstStep()
|
||||
// {
|
||||
// MotionEngine.GetModule<AnimationProcessManager>().SetCurrentMode(MotionEngine.GetModule<DataConfigManager>().GetProcessMode());
|
||||
//
|
||||
// if (MotionEngine.GetModule<AnimationProcessManager>().CurrentProcess.Steps.Count > 0)
|
||||
// {
|
||||
// AnimationStep firstStep = MotionEngine.GetModule<AnimationProcessManager>().CurrentProcess.Steps[0];
|
||||
// if (firstStep.Actions.Count > 0)
|
||||
// {
|
||||
// MotionEngine.GetModule<AnimationProcessManager>().HandleModeFeedback(MotionEngine.GetModule<DataConfigManager>().GetProcessMode(), firstStep.Actions[0]);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// }
|
||||
// }
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
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guid: 0234ae9c682a4828aa916e415ad8b21d
|
||||
timeCreated: 1718269320
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 7c9969d9ca30b8248aec411cbd015127
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ee9bd75a2aa2c8e4a821b81526836d13
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,70 @@
|
|||
[
|
||||
{
|
||||
"StepDescription": "工单签收",
|
||||
"Actions": [
|
||||
{
|
||||
"TargetObjects": [
|
||||
"工单"
|
||||
],
|
||||
"Action": null,
|
||||
"Description": "工单签收",
|
||||
"IsSequential": false,
|
||||
"ClickedObjects": [],
|
||||
"CurrentObjectIndex": 0,
|
||||
"FeedbackDisplayed": false,
|
||||
"StepDescription": "",
|
||||
"IsUI": false,
|
||||
"Score": 2.0
|
||||
},
|
||||
{
|
||||
"TargetObjects": [
|
||||
"工单"
|
||||
],
|
||||
"Action": null,
|
||||
"Description": "工单签收",
|
||||
"IsSequential": false,
|
||||
"ClickedObjects": [],
|
||||
"CurrentObjectIndex": 0,
|
||||
"FeedbackDisplayed": false,
|
||||
"StepDescription": "",
|
||||
"IsUI": false,
|
||||
"Score": 0.0
|
||||
}
|
||||
],
|
||||
"IsCompleted": false
|
||||
},
|
||||
{
|
||||
"StepDescription": "新步骤",
|
||||
"Actions": [
|
||||
{
|
||||
"TargetObjects": [
|
||||
"1"
|
||||
],
|
||||
"Action": null,
|
||||
"Description": "11111",
|
||||
"IsSequential": false,
|
||||
"ClickedObjects": [],
|
||||
"CurrentObjectIndex": 0,
|
||||
"FeedbackDisplayed": false,
|
||||
"StepDescription": "",
|
||||
"IsUI": false,
|
||||
"Score": 0.0
|
||||
},
|
||||
{
|
||||
"TargetObjects": [
|
||||
"2"
|
||||
],
|
||||
"Action": null,
|
||||
"Description": "",
|
||||
"IsSequential": false,
|
||||
"ClickedObjects": [],
|
||||
"CurrentObjectIndex": 0,
|
||||
"FeedbackDisplayed": false,
|
||||
"StepDescription": "",
|
||||
"IsUI": false,
|
||||
"Score": 0.0
|
||||
}
|
||||
],
|
||||
"IsCompleted": false
|
||||
}
|
||||
]
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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||||
guid: c903293fea9015444815f60be6003cc6
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
[{
|
||||
"model": "螺丝刀"
|
||||
},{
|
||||
"model": "剥线钳"
|
||||
},{
|
||||
"model": "绝缘胶带"
|
||||
},{
|
||||
"model": "验电笔"
|
||||
},{
|
||||
"model": "盒装封印"
|
||||
}]
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5a951d4fb94d42c40ace3dc705a59da3
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
{
|
||||
"tools": {
|
||||
"name": "工具箱",
|
||||
"models": [
|
||||
"三相四线智能电能表",
|
||||
"三相四线费控智能电能表",
|
||||
"低压电流互感器",
|
||||
"剥线钳",
|
||||
"围栏",
|
||||
"国网安全帽",
|
||||
"工作服",
|
||||
"工作证",
|
||||
"扳手",
|
||||
"梯子",
|
||||
"盒装封印",
|
||||
"绝缘导线",
|
||||
"绝缘手套",
|
||||
"绝缘胶带",
|
||||
"绝缘螺丝刀",
|
||||
"绝缘靴",
|
||||
"联合接线盒",
|
||||
"采集器",
|
||||
"采集器2",
|
||||
"采集器插头",
|
||||
"集中器无盖模型",
|
||||
"集中器盖子模型",
|
||||
"验电笔",
|
||||
"从此进出",
|
||||
"在此工作",
|
||||
"劳保鞋"
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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||||
guid: 79997ac69d478744aa563a33581aa3c5
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,70 @@
|
|||
{
|
||||
"steps": [
|
||||
{
|
||||
"stepDescription": "填写工作票",
|
||||
"score": 0,
|
||||
"actions": [
|
||||
{
|
||||
"description": "填写工作票",
|
||||
"score": 0,
|
||||
"isSequential": true,
|
||||
"targetObjects": [
|
||||
"工作单"
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"stepDescription": "领取工器具及仪器设备",
|
||||
"score": 0,
|
||||
"actions": [
|
||||
{
|
||||
"description": "领取工器具及仪器设备",
|
||||
"score": 0,
|
||||
"isSequential": false,
|
||||
"targetObjects": [
|
||||
"螺丝刀",
|
||||
"剥线钳",
|
||||
"绝缘胶带",
|
||||
"验电笔",
|
||||
"盒装封印",
|
||||
"安全帽",
|
||||
"纱布手套",
|
||||
"工作服",
|
||||
"l型集中器",
|
||||
"梯子",
|
||||
"工作证"
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"stepDescription": "佩戴装备检视",
|
||||
"score": 0,
|
||||
"actions": [
|
||||
{
|
||||
"description": "佩戴装备检视",
|
||||
"score": 0,
|
||||
"isSequential": false,
|
||||
"targetObjects": [
|
||||
"梳妆镜"
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"stepDescription": "前往现场",
|
||||
"score": 0,
|
||||
"actions": [
|
||||
{
|
||||
"description": "前往现场",
|
||||
"score": 0,
|
||||
"isSequential": false,
|
||||
"targetObjects": [
|
||||
"null"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
|
||||
guid: fbfbfa9ae4373964fbb9f0df5616e64d
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,32 @@
|
|||
{
|
||||
"steps": [
|
||||
{
|
||||
"stepDescription": "填写工作票",
|
||||
"score": 11,
|
||||
"actions": [
|
||||
{
|
||||
"description": "填写工作票",
|
||||
"score": 11,
|
||||
"isSequential": true,
|
||||
"targetObjects": [
|
||||
"工作单"
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"stepDescription": "领取工器具及仪器设备",
|
||||
"score": 22,
|
||||
"actions": [
|
||||
{
|
||||
"description": "领取工器具及仪器设备",
|
||||
"score": 22,
|
||||
"isSequential": false,
|
||||
"targetObjects": [
|
||||
"螺丝刀"
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
|
|||
fileFormatVersion: 2
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||||
guid: ed8f789182d8af3479574d6b5b8b196a
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: dd7dccb1c17b0b749a1b4524a18243b9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,6 @@
|
|||
{
|
||||
"ipAddress": "127.0.0.1",
|
||||
"backpackPrefabPath": "Assets/Framework/ThirdParty/NaughtyAttributes/Samples/DemoScene/TestAssets/Cube.prefab",
|
||||
"backpackButtonPath": "Assets",
|
||||
"popupWindowPath": "Assets"
|
||||
}
|
||||
|
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 8a6488111742da648a004a8274597547
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DefaultImporter:
|
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
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|
|
@ -11,7 +11,6 @@ public class WebRequestTest : MonoBehaviour
|
|||
{
|
||||
CancellationTokenSource GetFileCan = new CancellationTokenSource();
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
||||
|
|
|
|||
|
|
@ -1,21 +1,18 @@
|
|||
using Newtonsoft.Json;
|
||||
using Newtonsoft.Json;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class JsonTest : MonoBehaviour
|
||||
{
|
||||
|
||||
public class TestPerson
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public int Age { get; set; }
|
||||
public string Email { get; set; }
|
||||
}
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
// 创建一个对象
|
||||
TestPerson person = new TestPerson
|
||||
{
|
||||
Name = "John Doe",
|
||||
|
|
@ -23,12 +20,10 @@ public class JsonTest : MonoBehaviour
|
|||
Email = "john.doe@example.com"
|
||||
};
|
||||
|
||||
// 序列化对象为JSON字符串
|
||||
string jsonString = JsonConvert.SerializeObject(person, Formatting.Indented);
|
||||
Debug.Log("Serialized JSON string:");
|
||||
Debug.Log(jsonString);
|
||||
|
||||
// 反序列化JSON字符串为对象
|
||||
TestPerson deserializedPerson = JsonConvert.DeserializeObject<TestPerson>(jsonString);
|
||||
Debug.Log("Deserialized Person object:");
|
||||
Debug.Log($"Name: {deserializedPerson.Name}");
|
||||
|
|
|
|||
|
|
@ -0,0 +1,868 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!29 &1
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backfaceThreshold: 100
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m_SceneGUID: 00000000000000000000000000000000
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m_OcclusionCullingData: {fileID: 0}
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--- !u!104 &2
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m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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m_FogDensity: 0.01
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m_LinearFogStart: 0
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m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
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@ -0,0 +1,29 @@
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using System.Collections;
|
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using System.Collections.Generic;
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using DefaultNamespace.ProcessMode;
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using UnityEngine;
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public class test : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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void Update()
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{
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if (Input.GetMouseButtonDown(0)) // 0 表示鼠标左键
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // 从鼠标位置发射射线
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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MotionFramework.MotionEngine.GetModule<ProcessManager>().HandleClick(hit.collider.name);
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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@ -1,3 +1,5 @@
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Base path: 'D:/2022.3.29f1/Editor/Data', plugins path 'D:/2022.3.29f1/Editor/Data/PlaybackEngines'
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Base path: 'E:/Program Files/Unity 2022.3.31f1/Editor/Data', plugins path 'E:/Program Files/Unity 2022.3.31f1/Editor/Data/PlaybackEngines'
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Cmd: initializeCompiler
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@ -26,7 +26,7 @@
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>Temp\Bin\Debug\MotionFramework\</OutputPath>
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@ -350,379 +347,379 @@
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||||
|
|
|
|||
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