This commit is contained in:
yzx 2024-11-14 11:30:27 +08:00
parent 6a76538215
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110 changed files with 43533 additions and 19036 deletions

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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
}
}
}
}
}

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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; }
}
}

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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; }
}
}

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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; }
}

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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; }
}
}

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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; }
}
}

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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;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9e8fd99a2dce4d619476a751d8210447
timeCreated: 1731309692

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@ -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
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a94224bff105493481a59665629737be
timeCreated: 1731311068

View File

@ -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();
}

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8605048e20422b246adac1e0ab0994a1
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -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.)
{
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.)
{
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;
// }
//}
}
}

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@ -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
{
,
,
}
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);
}
}
}
}
}
}

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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
{
,
,
}
/// <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.)
{
//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);
}
}
}
}
}
}
}
}
}
}
}

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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;
// }
}
}

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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
}
}

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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
}
}
}
}

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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
}
}
}

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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': '',
'questbooks': '',
'userinformation': '',
'energyinformation': '',
'energylist': [
{
'work': '',
'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': '',
'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': '',
'worklist': [
{'keywork': '总', 'valuework': '0'},
{'keywork': '尖', 'valuework': '0'},
{'keywork': '峰', 'valuework': '0'},
{'keywork': '平', 'valuework': '0'},
{'keywork': '谷', 'valuework': '0'}
]
},
{
'work': '',
'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];
}
}
}

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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.)
{
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;
}
}
}

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fileFormatVersion: 2
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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);
// }
// }
});
}
}
}

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timeCreated: 1717393997

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@ -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);
});
}
}
}
}

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@ -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.:
break;
case ModelTypeEnum.:
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.)
{
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.)
{
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);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 02ba728ddc674edeb1c6349f587246eb
timeCreated: 1717407164

View File

@ -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);
});
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 49026045854741a4794a47471cd16015
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serializedVersion: 2
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@ -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': '',
'questbooks': '',
'userinformation': '',
'energyinformation': '',
'energylist': [
{
'work': '',
'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': '',
'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': '',
'worklist': [
{'keywork': '总', 'valuework': '0'},
{'keywork': '尖', 'valuework': '0'},
{'keywork': '峰', 'valuework': '0'},
{'keywork': '平', 'valuework': '0'},
{'keywork': '谷', 'valuework': '0'}
]
},
{
'work': '',
'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}");
// }
// }
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0d3b1a9715a34aa8ab0530af2056aaf9
timeCreated: 1718244118

View File

@ -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]);
// }
// }
// }
//
// }
// }

View File

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timeCreated: 1718269320

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@ -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
}
]

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@ -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"
}]

View File

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@ -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"
]
}
}

View File

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@ -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"
]
}
]
}
]
}

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{
"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"
]
}
]
}
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@ -0,0 +1,6 @@
{
"ipAddress": "127.0.0.1",
"backpackPrefabPath": "Assets/Framework/ThirdParty/NaughtyAttributes/Samples/DemoScene/TestAssets/Cube.prefab",
"backpackButtonPath": "Assets",
"popupWindowPath": "Assets"
}

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@ -11,7 +11,6 @@ public class WebRequestTest : MonoBehaviour
{
CancellationTokenSource GetFileCan = new CancellationTokenSource();
private void Awake()
{
MotionEngine.Initialize(this, HandleMotionFrameworkLog);

View File

@ -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}");

868
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using System.Collections;
using System.Collections.Generic;
using DefaultNamespace.ProcessMode;
using UnityEngine;
public class test : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
void Update()
{
if (Input.GetMouseButtonDown(0)) // 0 表示鼠标左键
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); // 从鼠标位置发射射线
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
Debug.Log("击中物体: " + hit.collider.name);
MotionFramework.MotionEngine.GetModule<ProcessManager>().HandleClick(hit.collider.name);
}
}
}
}

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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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@ -26,7 +26,7 @@
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