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<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/PropertyValidatorBase.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/PropertyValidatorBase.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/RequiredPropertyValidator.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/RequiredPropertyValidator.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/ValidateInputPropertyValidator.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/PropertyValidators/ValidateInputPropertyValidator.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/ButtonUtility.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/ButtonUtility.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/NaughtyEditorGUI.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/NaughtyEditorGUI.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/PropertyUtility.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/PropertyUtility.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/ReflectionUtility.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/ReflectionUtility.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/SavedBool.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Editor/Utility/SavedBool.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/AnimatorParamTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/AnimatorParamTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/BoxGroupTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/BoxGroupTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ButtonTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ButtonTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/CurveRangeTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/CurveRangeTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/DisableIfTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/DisableIfTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/DropdownTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/DropdownTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/EnableIfTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/EnableIfTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/EnumFlagsTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/EnumFlagsTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ExpandableTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ExpandableTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/FoldoutTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/FoldoutTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/HideIfTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/HideIfTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/HorizontalLineTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/HorizontalLineTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/InfoBoxTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/InfoBoxTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/InputAxisTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/InputAxisTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/LabelTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/LabelTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/LayerTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/LayerTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/MinMaxSliderTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/MinMaxSliderTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/MinMaxValueTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/MinMaxValueTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/NaughtyAttributes.Test.asmdef" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/NaughtyAttributes.Test.asmdef" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/NaughtyAttributes.Test.asmdef.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/NaughtyAttributes.Test.asmdef.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/OnValueChangedTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/OnValueChangedTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ProgressBarTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ProgressBarTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ReadOnlyTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ReadOnlyTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ReorderableListTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ReorderableListTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/RequiredTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/RequiredTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ResizableTextAreaTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ResizableTextAreaTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/SceneTest.cs" beforeDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/SceneTest.cs.meta" beforeDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowAssetPreviewTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowAssetPreviewTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowIfTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowIfTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowNativePropertyTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowNativePropertyTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowNonSerializedFieldTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ShowNonSerializedFieldTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/SortingLayerTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/SortingLayerTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/TagTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/TagTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ValidateInputTest.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/ValidateInputTest.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_NaughtyComponent.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_NaughtyComponent.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_NaughtyScriptableObject.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_NaughtyScriptableObject.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_TestScriptableObjectA.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_TestScriptableObjectA.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_TestScriptableObjectB.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/Scripts/Test/_TestScriptableObjectB.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/package.json" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/package.json" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/package.json.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ThirdParty/NaughtyAttributes/package.json.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ToolsPack.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ToolsPack.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackGameObjectComponent.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackGameObjectComponent.cs" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackMenuBtOnClick.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackMenuBtOnClick.cs" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackWindowItemBtComponent.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsPackWindowItemBtComponent.cs" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsSceneData.cs.meta" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/Framework/ToolsPack/ToolsSceneData.cs.meta" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/StreamingAssets/DataConfig/SceneStepData.json" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/StreamingAssets/DataConfig/SceneStepData.json" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Assets/TestScripts/Http/WebRequestTest.cs" beforeDir="false" afterPath="$PROJECT_DIR$/Assets/TestScripts/Http/WebRequestTest.cs" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Logs/AssetImportWorker0-prev.log" beforeDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Logs/AssetImportWorker1-prev.log" beforeDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/Logs/shadercompiler-UnityShaderCompiler.exe0.log" beforeDir="false" afterPath="$PROJECT_DIR$/Logs/shadercompiler-UnityShaderCompiler.exe0.log" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/Logs/shadercompiler-UnityShaderCompiler.exe0.log" beforeDir="false" afterPath="$PROJECT_DIR$/Logs/shadercompiler-UnityShaderCompiler.exe0.log" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/MotionFramework.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/MotionFramework.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/MotionFramework.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/MotionFramework.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Core.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Core.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Core.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Core.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Editor.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Editor.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Editor.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Editor.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Test.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Test.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/NaughtyAttributes.Test.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/NaughtyAttributes.Test.csproj" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Packages/manifest.json" beforeDir="false" afterPath="$PROJECT_DIR$/Packages/manifest.json" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/Packages/packages-lock.json" beforeDir="false" afterPath="$PROJECT_DIR$/Packages/packages-lock.json" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/ProjectSettings/PackageManagerSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/PackageManagerSettings.asset" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/ProjectSettings/ProjectVersion.txt" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/ProjectVersion.txt" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/ProjectSettings/ProjectVersion.txt" beforeDir="false" afterPath="$PROJECT_DIR$/ProjectSettings/ProjectVersion.txt" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/UniTask.Addressables.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.Addressables.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UniTask.Addressables.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.Addressables.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/UniTask.DOTween.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.DOTween.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UniTask.DOTween.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.DOTween.csproj" afterDir="false" />
|
||||||
|
|
@ -28,8 +347,8 @@
|
||||||
<change beforePath="$PROJECT_DIR$/UniTask.TextMeshPro.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.TextMeshPro.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UniTask.TextMeshPro.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.TextMeshPro.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/UniTask.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.csproj" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UniTask.csproj" beforeDir="false" afterPath="$PROJECT_DIR$/UniTask.csproj" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/UnityFramework.sln" beforeDir="false" afterPath="$PROJECT_DIR$/UnityFramework.sln" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UnityFramework.sln" beforeDir="false" afterPath="$PROJECT_DIR$/UnityFramework.sln" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/UserSettings/EditorUserSettings.asset" beforeDir="false" afterPath="$PROJECT_DIR$/UserSettings/EditorUserSettings.asset" afterDir="false" />
|
|
||||||
<change beforePath="$PROJECT_DIR$/UserSettings/Layouts/default-2022.dwlt" beforeDir="false" afterPath="$PROJECT_DIR$/UserSettings/Layouts/default-2022.dwlt" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/UserSettings/Layouts/default-2022.dwlt" beforeDir="false" afterPath="$PROJECT_DIR$/UserSettings/Layouts/default-2022.dwlt" afterDir="false" />
|
||||||
|
<change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-Editor.csproj.AssemblyReference.cache" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-firstpass.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-firstpass.csproj.AssemblyReference.cache" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-firstpass.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp-firstpass.csproj.AssemblyReference.cache" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/Assembly-CSharp.csproj.AssemblyReference.cache" afterDir="false" />
|
||||||
<change beforePath="$PROJECT_DIR$/obj/Debug/MotionFramework.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/MotionFramework.csproj.AssemblyReference.cache" afterDir="false" />
|
<change beforePath="$PROJECT_DIR$/obj/Debug/MotionFramework.csproj.AssemblyReference.cache" beforeDir="false" afterPath="$PROJECT_DIR$/obj/Debug/MotionFramework.csproj.AssemblyReference.cache" afterDir="false" />
|
||||||
|
|
@ -51,6 +370,9 @@
|
||||||
<component name="Git.Settings">
|
<component name="Git.Settings">
|
||||||
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
|
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
|
||||||
</component>
|
</component>
|
||||||
|
<component name="HighlightingSettingsPerFile">
|
||||||
|
<setting file="file://$PROJECT_DIR$/Assets/Framework/CharacterEquipWindow/CharacterMirrorManager.cs" root0="FORCE_HIGHLIGHTING" />
|
||||||
|
</component>
|
||||||
<component name="ProjectColorInfo">{
|
<component name="ProjectColorInfo">{
|
||||||
"associatedIndex": 5
|
"associatedIndex": 5
|
||||||
}</component>
|
}</component>
|
||||||
|
|
@ -63,6 +385,7 @@
|
||||||
"keyToString": {
|
"keyToString": {
|
||||||
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
"ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
||||||
"RunOnceActivity.ShowReadmeOnStart": "true",
|
"RunOnceActivity.ShowReadmeOnStart": "true",
|
||||||
|
"RunOnceActivity.git.unshallow": "true",
|
||||||
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
"SHARE_PROJECT_CONFIGURATION_FILES": "true",
|
||||||
"git-widget-placeholder": "main",
|
"git-widget-placeholder": "main",
|
||||||
"node.js.detected.package.eslint": "true",
|
"node.js.detected.package.eslint": "true",
|
||||||
|
|
@ -72,18 +395,11 @@
|
||||||
"nodejs_package_manager_path": "npm",
|
"nodejs_package_manager_path": "npm",
|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
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|
||||||
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||||||
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||||||
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||||||
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||||||
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
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||||||
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|
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||||||
<Reference Include="System.Xml.XPath.XDocument">
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||||||
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
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||||||
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||||||
|
|
@ -749,15 +749,15 @@
|
||||||
<Reference Include="Unity.VisualScripting.Core">
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|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.dll</HintPath>
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||||||
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||||||
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||||||
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
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|
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||||||
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||||||
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll</HintPath>
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||||||
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||||||
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
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||||||
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||||||
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||||||
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|
||||||
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|
||||||
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||||||
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll</HintPath>
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||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@
|
||||||
<DebugType>full</DebugType>
|
<DebugType>full</DebugType>
|
||||||
<Optimize>false</Optimize>
|
<Optimize>false</Optimize>
|
||||||
<OutputPath>Temp\Bin\Debug\Assembly-CSharp-firstpass\</OutputPath>
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<OutputPath>Temp\Bin\Debug\Assembly-CSharp-firstpass\</OutputPath>
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||||||
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|
@ -41,8 +41,8 @@
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|
@ -57,253 +57,253 @@
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@ -716,15 +716,15 @@
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|
||||||
<Reference Include="System.Xml.XPath">
|
<Reference Include="System.Xml.XPath">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XPath.XDocument">
|
<Reference Include="System.Xml.XPath.XDocument">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.EditorCoroutines.Editor">
|
<Reference Include="Unity.EditorCoroutines.Editor">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.EditorCoroutines.Editor.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.EditorCoroutines.Editor.dll</HintPath>
|
||||||
|
|
@ -739,15 +759,15 @@
|
||||||
<Reference Include="Unity.VisualScripting.Core">
|
<Reference Include="Unity.VisualScripting.Core">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.dll</HintPath>
|
||||||
</Reference>
|
</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">
|
<Reference Include="Unity.VisualScripting.Core.Editor">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Core.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.Rider.Editor">
|
<Reference Include="Unity.Rider.Editor">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.Rider.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.UI">
|
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEngine.UI.dll</HintPath>
|
|
||||||
</Reference>
|
|
||||||
<Reference Include="Unity.VisualScripting.Flow">
|
<Reference Include="Unity.VisualScripting.Flow">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\Unity.VisualScripting.Flow.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 2f36d3a8ec5bb8541a18c9b712d18bd8
|
guid: c7a5d4080cc743c41b63aef4caa29844
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,25 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Framework.Dto
|
||||||
|
{
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class EventStepInfo
|
||||||
|
{
|
||||||
|
[SerializeField] public int StepIndex { get; private set; }
|
||||||
|
[SerializeField] public int ActionIndex { get; private set; }
|
||||||
|
[SerializeField] public string ObjectName { get; private set; }
|
||||||
|
|
||||||
|
public Action Event { get; private set; }
|
||||||
|
|
||||||
|
// 构造函数,允许传入 UnityEvent 作为参数
|
||||||
|
public EventStepInfo(int stepIndex, int actionIndex, string objectName, Action customEvent)
|
||||||
|
{
|
||||||
|
StepIndex = stepIndex;
|
||||||
|
ActionIndex = actionIndex;
|
||||||
|
ObjectName = objectName;
|
||||||
|
Event = customEvent;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2b0b44503e244b41b8a88f3d0ea0cda4
|
||||||
|
timeCreated: 1732585215
|
||||||
|
|
@ -2,110 +2,20 @@ using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Newtonsoft.Json;
|
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
|
public class Record
|
||||||
{
|
{
|
||||||
[JsonProperty("id")]
|
[JsonProperty("id")] public int Id { get; set; }
|
||||||
public int Id { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("point")]
|
[JsonProperty("point")] public string Point { get; set; }
|
||||||
public string Point { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("score")]
|
[JsonProperty("score")] public int Score { get; set; }
|
||||||
public int Score { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("createTime")]
|
[JsonProperty("createTime")] public DateTime CreateTime { get; set; }
|
||||||
public DateTime CreateTime { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("sceneId")]
|
[JsonProperty("sceneId")] public int SceneId { get; set; }
|
||||||
public int SceneId { get; set; }
|
|
||||||
|
|
||||||
[JsonProperty("step")]
|
[JsonProperty("step")] public string Step { get; set; }
|
||||||
public string Step { get; set; }
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -14,6 +14,7 @@ namespace DefaultNamespace.Dto
|
||||||
public class StepData
|
public class StepData
|
||||||
{
|
{
|
||||||
public string StepDescription { get; set; }
|
public string StepDescription { get; set; }
|
||||||
|
public float Score { get; set; }
|
||||||
public List<ActionData> Actions { get; set; }
|
public List<ActionData> Actions { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -10,14 +10,5 @@ namespace DefaultNamespace.Dto
|
||||||
public float setScore { 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; }
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
@ -1,3 +1,8 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: f2a9a29cf4c04d79bdd08a606995f94f
|
guid: f2a9a29cf4c04d79bdd08a606995f94f
|
||||||
timeCreated: 1731309688
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
|
||||||
|
|
@ -0,0 +1,175 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEditor;
|
||||||
|
using DefaultNamespace.ProcessMode;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
using System.Linq;
|
||||||
|
|
||||||
|
public class ProcessScoreWindow : EditorWindow
|
||||||
|
{
|
||||||
|
private Vector2 scrollPosition;
|
||||||
|
private ProcessManager processManager;
|
||||||
|
private bool[] stepFoldouts;
|
||||||
|
private GUIStyle headerStyle;
|
||||||
|
private GUIStyle subHeaderStyle;
|
||||||
|
private GUIStyle scoreStyle;
|
||||||
|
private GUIStyle warningStyle;
|
||||||
|
|
||||||
|
[MenuItem("Window/Process Score Viewer")]
|
||||||
|
public static void ShowWindow()
|
||||||
|
{
|
||||||
|
var window = GetWindow<ProcessScoreWindow>("流程得分查看器");
|
||||||
|
window.minSize = new Vector2(400, 300);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
// 初始化样式
|
||||||
|
InitializeStyles();
|
||||||
|
|
||||||
|
// 获取 ProcessManager 实例
|
||||||
|
processManager = MotionFramework.MotionEngine.GetModule<ProcessManager>();
|
||||||
|
if (processManager != null && processManager.CurrentProcessCollection != null)
|
||||||
|
{
|
||||||
|
stepFoldouts = new bool[processManager.CurrentProcessCollection.Steps.Count];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void InitializeStyles()
|
||||||
|
{
|
||||||
|
headerStyle = new GUIStyle(EditorStyles.boldLabel)
|
||||||
|
{
|
||||||
|
fontSize = 14,
|
||||||
|
margin = new RectOffset(4, 4, 8, 8)
|
||||||
|
};
|
||||||
|
|
||||||
|
subHeaderStyle = new GUIStyle(EditorStyles.boldLabel)
|
||||||
|
{
|
||||||
|
fontSize = 12,
|
||||||
|
margin = new RectOffset(4, 4, 4, 4)
|
||||||
|
};
|
||||||
|
|
||||||
|
scoreStyle = new GUIStyle(EditorStyles.label)
|
||||||
|
{
|
||||||
|
fontSize = 11,
|
||||||
|
normal = { textColor = Color.black }
|
||||||
|
};
|
||||||
|
|
||||||
|
warningStyle = new GUIStyle(EditorStyles.label)
|
||||||
|
{
|
||||||
|
fontSize = 11,
|
||||||
|
normal = { textColor = Color.red }
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnGUI()
|
||||||
|
{
|
||||||
|
if (processManager == null)
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox("未找到 ProcessManager 实例", MessageType.Warning);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (processManager.CurrentProcessCollection == null)
|
||||||
|
{
|
||||||
|
EditorGUILayout.HelpBox("当前没有活动的流程集合", MessageType.Info);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||||
|
|
||||||
|
var steps = processManager.CurrentProcessCollection.Steps;
|
||||||
|
|
||||||
|
// 显示总体信息
|
||||||
|
EditorGUILayout.LabelField("流程总览", headerStyle);
|
||||||
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
|
EditorGUILayout.LabelField($"当前模式: {processManager._currentMode}");
|
||||||
|
EditorGUILayout.LabelField($"总步骤数: {steps.Count}");
|
||||||
|
EditorGUILayout.LabelField($"已完成步骤: {steps.Count(s => s.IsCompleted)}/{steps.Count}");
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
EditorGUILayout.Space(10);
|
||||||
|
|
||||||
|
// 显示每个步骤的详细信息
|
||||||
|
for (int i = 0; i < steps.Count; i++)
|
||||||
|
{
|
||||||
|
var step = steps[i];
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
|
|
||||||
|
// 步骤标题栏
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
stepFoldouts[i] = EditorGUILayout.Foldout(stepFoldouts[i],
|
||||||
|
$"步骤 {i + 1}: {step.StepDescription}", true);
|
||||||
|
|
||||||
|
// 显示步骤状态
|
||||||
|
string status = step.IsCompleted ? "✓ 已完成" : "✗ 未完成";
|
||||||
|
GUIStyle statusStyle = step.IsCompleted ? scoreStyle : warningStyle;
|
||||||
|
EditorGUILayout.LabelField(status, statusStyle, GUILayout.Width(60));
|
||||||
|
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
if (stepFoldouts[i])
|
||||||
|
{
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
|
||||||
|
// 显示步骤下的所有动作
|
||||||
|
for (int j = 0; j < step.Actions.Count; j++)
|
||||||
|
{
|
||||||
|
var action = step.Actions[j];
|
||||||
|
|
||||||
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
|
EditorGUILayout.LabelField($"动作 {j + 1}: {action.Title}", subHeaderStyle);
|
||||||
|
EditorGUILayout.LabelField($"描述: {action.Description}");
|
||||||
|
EditorGUILayout.LabelField($"满分: {action.Score}");
|
||||||
|
|
||||||
|
// 显示目标物体
|
||||||
|
EditorGUILayout.LabelField("目标物体:", subHeaderStyle);
|
||||||
|
foreach (var target in action.TargetObjects)
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField($"- {target.ObjectName} ({target.Type})");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 显示错误点击信息
|
||||||
|
if (processManager._incorrectClicksPerStep.TryGetValue(i, out var incorrectClicks))
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField("错误点击:", warningStyle);
|
||||||
|
EditorGUILayout.LabelField($"次数: {incorrectClicks.Count}");
|
||||||
|
EditorGUILayout.LabelField($"物体: {string.Join(", ", incorrectClicks)}");
|
||||||
|
|
||||||
|
float scorePerObject = action.Score / action.TargetObjects.Count;
|
||||||
|
float deductedScore = action.Score - scorePerObject * incorrectClicks.Count;
|
||||||
|
deductedScore = Mathf.Max(0, deductedScore);
|
||||||
|
|
||||||
|
EditorGUILayout.LabelField($"实际得分: {deductedScore:F2}/{action.Score}");
|
||||||
|
}
|
||||||
|
else if (step.IsCompleted)
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField($"实际得分: {action.Score}/{action.Score} (完美完成)");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
EditorGUILayout.LabelField($"实际得分: 0/{action.Score} (未完成)", warningStyle);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
EditorGUILayout.Space(5);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndVertical();
|
||||||
|
EditorGUILayout.Space(5);
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorGUILayout.EndScrollView();
|
||||||
|
|
||||||
|
// 添加刷新按钮
|
||||||
|
EditorGUILayout.Space(10);
|
||||||
|
if (GUILayout.Button("刷新数据"))
|
||||||
|
{
|
||||||
|
Repaint();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bef7c2ad81824e19a2320b85a5dbf747
|
||||||
|
timeCreated: 1742526265
|
||||||
|
|
@ -3,6 +3,8 @@ using System.IO;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
|
using System.Linq;
|
||||||
|
using Framework.ProcessMode;
|
||||||
|
|
||||||
namespace DefaultNamespace.ProcessMode
|
namespace DefaultNamespace.ProcessMode
|
||||||
{
|
{
|
||||||
|
|
@ -13,94 +15,101 @@ namespace DefaultNamespace.ProcessMode
|
||||||
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 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 Vector2 scrollPosition; // 滚动条位置
|
||||||
private string configFilePath;
|
private string configFilePath;
|
||||||
|
private static SceneStepEditorWindow window;
|
||||||
|
private string selectedFileName; // 当前选择的文件名
|
||||||
|
private string dataFolderPath;
|
||||||
|
|
||||||
[MenuItem("工具/Scene Step 编辑器")]
|
[MenuItem("工具/流程编辑器")]
|
||||||
public static void ShowWindow()
|
public static void ShowWindow()
|
||||||
{
|
{
|
||||||
SceneStepEditorWindow window = GetWindow<SceneStepEditorWindow>("Scene Step 编辑器");
|
window = GetWindow<SceneStepEditorWindow>("Scene Step 编辑器");
|
||||||
|
float windowWidth = 600;
|
||||||
// 设置窗口的宽度和默认高度
|
|
||||||
float windowWidth = 500;
|
|
||||||
float windowHeight = 600;
|
float windowHeight = 600;
|
||||||
|
|
||||||
// 计算居中的位置
|
|
||||||
Rect centeredPosition = new Rect(
|
Rect centeredPosition = new Rect(
|
||||||
(Screen.currentResolution.width - windowWidth) / 2,
|
(Screen.currentResolution.width - windowWidth) / 2,
|
||||||
(Screen.currentResolution.height - windowHeight) / 2,
|
(Screen.currentResolution.height - windowHeight) / 2,
|
||||||
windowWidth,
|
windowWidth,
|
||||||
windowHeight
|
windowHeight
|
||||||
);
|
);
|
||||||
|
|
||||||
// 设置窗口位置并固定宽度,可调整高度
|
|
||||||
window.position = centeredPosition;
|
window.position = centeredPosition;
|
||||||
// window.minSize = new Vector2(windowWidth, windowHeight);
|
|
||||||
// window.maxSize = new Vector2(windowWidth, Screen.currentResolution.height);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
// 设置配置文件路径
|
dataFolderPath = Path.Combine(Application.streamingAssetsPath, "DataConfig");
|
||||||
string dataFolderPath = Path.Combine(Application.streamingAssetsPath, "DataConfig");
|
if (!Directory.Exists(dataFolderPath))
|
||||||
configFilePath = Path.Combine(dataFolderPath, "SceneStepData.json");
|
{
|
||||||
|
Directory.CreateDirectory(dataFolderPath);
|
||||||
|
}
|
||||||
|
|
||||||
// 如果文件存在,则加载文件内容
|
// 加载所有流程文件
|
||||||
if (File.Exists(configFilePath))
|
var files = Directory.GetFiles(dataFolderPath, "*.json");
|
||||||
{
|
var fileNames = files.Select(file => Path.GetFileName(file)).ToList();
|
||||||
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
|
if (fileNames.Count > 0)
|
||||||
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]));
|
selectedFileName = fileNames[0]; // 默认选择第一个文件
|
||||||
}
|
configFilePath = Path.Combine(dataFolderPath, selectedFileName);
|
||||||
}
|
|
||||||
|
LoadProcessFile();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
selectedFileName = "新流程.json"; // 默认新流程文件
|
||||||
|
configFilePath = Path.Combine(dataFolderPath, selectedFileName);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnGUI()
|
private void OnGUI()
|
||||||
{
|
{
|
||||||
GUILayout.Label("步骤编辑器", EditorStyles.boldLabel);
|
GUILayout.Label("步骤编辑器", EditorStyles.boldLabel);
|
||||||
|
|
||||||
// 开始滚动视图
|
// 流程文件选择菜单
|
||||||
|
GUILayout.Label("选择流程文件", EditorStyles.boldLabel);
|
||||||
|
string[] files = Directory.GetFiles(dataFolderPath, "*.json").Select(f => Path.GetFileName(f)).ToArray();
|
||||||
|
int selectedIndex = System.Array.IndexOf(files, selectedFileName);
|
||||||
|
int newSelectedIndex = EditorGUILayout.Popup(selectedIndex, files);
|
||||||
|
|
||||||
|
if (newSelectedIndex != selectedIndex)
|
||||||
|
{
|
||||||
|
selectedFileName = files[newSelectedIndex];
|
||||||
|
configFilePath = Path.Combine(dataFolderPath, selectedFileName);
|
||||||
|
LoadProcessFile();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 新增流程按钮
|
||||||
|
GUILayout.Space(10);
|
||||||
|
if (GUILayout.Button("新增流程", GUILayout.Height(30)))
|
||||||
|
{
|
||||||
|
string newFileName = EditorUtility.SaveFilePanel("保存新流程", dataFolderPath, "新流程.json", "json");
|
||||||
|
if (!string.IsNullOrEmpty(newFileName))
|
||||||
|
{
|
||||||
|
CreateNewProcessFile(newFileName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DrawCreateLine();
|
||||||
scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, true);
|
scrollPosition = GUILayout.BeginScrollView(scrollPosition, false, true);
|
||||||
GUILayout.BeginVertical(GUILayout.ExpandWidth(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 (steps.Count == 0)
|
||||||
{
|
{
|
||||||
if (GUILayout.Button("+", GUILayout.Width(30)))
|
if (GUILayout.Button("+", GUILayout.Width(30)))
|
||||||
{
|
{
|
||||||
steps.Add(new ProcessStep("新步骤", new List<ProcessStepDescription>()));
|
AddNewStep();
|
||||||
stepFoldouts.Add(true);
|
|
||||||
actionFoldouts.Add(new List<bool>());
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < steps.Count; i++)
|
for (int i = 0; i < steps.Count; i++)
|
||||||
{
|
{
|
||||||
if (stepFoldouts.Count <= i) stepFoldouts.Add(true);
|
EnsureFoldoutLists(i);
|
||||||
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
|
|
||||||
|
|
||||||
|
DrawSectionSeparator();
|
||||||
GUILayout.BeginHorizontal();
|
GUILayout.BeginHorizontal();
|
||||||
|
|
||||||
// 增加和删除步骤按钮
|
|
||||||
if (i == steps.Count - 1 && GUILayout.Button("+", GUILayout.Width(30)))
|
if (i == steps.Count - 1 && GUILayout.Button("+", GUILayout.Width(30)))
|
||||||
{
|
{
|
||||||
steps.Add(new ProcessStep("新步骤", new List<ProcessStepDescription>()));
|
AddNewStep();
|
||||||
stepFoldouts.Add(true);
|
|
||||||
actionFoldouts.Add(new List<bool>());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GUILayout.Button("-", GUILayout.Width(30)))
|
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||||
|
|
@ -112,166 +121,317 @@ namespace DefaultNamespace.ProcessMode
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 绘制蓝色竖条
|
stepFoldouts[i] = EditorGUILayout.Foldout(stepFoldouts[i], $"{steps[i].StepDescription} 编号: {i}", true);
|
||||||
GUILayout.Space(4);
|
|
||||||
DrawBrightBlueLine();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
stepFoldouts[i] = EditorGUILayout.Foldout(stepFoldouts[i], $"步骤 {i + 1}: {steps[i].StepDescription}", true);
|
|
||||||
|
|
||||||
GUILayout.EndHorizontal();
|
GUILayout.EndHorizontal();
|
||||||
|
|
||||||
if (stepFoldouts[i])
|
if (stepFoldouts[i])
|
||||||
{
|
{
|
||||||
EditorGUI.indentLevel++;
|
EditorGUI.indentLevel++;
|
||||||
|
|
||||||
// 步骤描述和评分
|
|
||||||
steps[i].StepDescription = EditorGUILayout.TextField("描述", steps[i].StepDescription);
|
steps[i].StepDescription = EditorGUILayout.TextField("描述", steps[i].StepDescription);
|
||||||
|
|
||||||
GUILayout.Space(5);
|
GUILayout.Space(5);
|
||||||
|
DrawActionList(i);
|
||||||
// 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--;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
EditorGUI.indentLevel--;
|
DrawBlueLine();
|
||||||
GUILayout.Space(10);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GUILayout.Space(20);
|
GUILayout.Space(20);
|
||||||
GUILayout.EndVertical();
|
GUILayout.EndVertical();
|
||||||
|
|
||||||
// 结束滚动视图
|
|
||||||
GUILayout.EndScrollView();
|
GUILayout.EndScrollView();
|
||||||
|
|
||||||
// 更新按钮
|
DrawSaveButton();
|
||||||
GUI.backgroundColor = Color.green;
|
|
||||||
if (GUILayout.Button("更新到 StreamingAssets/DataConfig/SceneStepData.json", GUILayout.Height(40)))
|
if (GUILayout.Button("生成 ProcessEvents 代码", GUILayout.Height(40)))
|
||||||
{
|
{
|
||||||
UpdateConfiguration();
|
GenerateProcessEventsCode();
|
||||||
}
|
}
|
||||||
GUI.backgroundColor = Color.white;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateConfiguration()
|
private void CreateNewProcessFile(string filePath)
|
||||||
{
|
{
|
||||||
string dataFolderPath = Path.Combine(Application.streamingAssetsPath, "DataConfig");
|
// 创建一个新的流程文件,初始化为空的流程数据
|
||||||
string configFilePath = Path.Combine(dataFolderPath, "SceneStepData.json");
|
List<ProcessStep> newSteps = new List<ProcessStep>(); // 空的步骤列表
|
||||||
|
string json = JsonConvert.SerializeObject(newSteps, Formatting.Indented);
|
||||||
|
|
||||||
if (!Directory.Exists(dataFolderPath))
|
// 保存新文件
|
||||||
{
|
File.WriteAllText(filePath, json);
|
||||||
Directory.CreateDirectory(dataFolderPath);
|
|
||||||
|
// 设置新的文件为当前编辑的文件
|
||||||
|
selectedFileName = Path.GetFileName(filePath);
|
||||||
|
configFilePath = filePath;
|
||||||
|
|
||||||
|
// 加载新文件内容
|
||||||
|
LoadProcessFile();
|
||||||
|
|
||||||
|
// 提示文件创建成功
|
||||||
|
EditorUtility.DisplayDialog("新流程创建成功", $"已创建新流程:{selectedFileName}", "确定");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void GenerateProcessEventsCode()
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(configFilePath))
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("错误", "请先选择一个流程文件", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 读取流程文件数据
|
||||||
|
LoadProcessFile();
|
||||||
|
|
||||||
|
if (steps.Count == 0)
|
||||||
|
{
|
||||||
|
EditorUtility.DisplayDialog("错误", "当前流程文件为空,无法生成代码", "确定");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 生成代码的文件路径
|
||||||
|
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(selectedFileName);
|
||||||
|
string filePath = Path.Combine(Application.dataPath, $"{fileNameWithoutExtension}_ProcessEvents.cs");
|
||||||
|
|
||||||
|
// 打开文件写入
|
||||||
|
using (StreamWriter writer = new StreamWriter(filePath, false))
|
||||||
|
{
|
||||||
|
// 根据流程文件名生成不同的类名
|
||||||
|
writer.WriteLine($"using UnityEngine;");
|
||||||
|
writer.WriteLine($"using UnityEngine.SceneManagement;");
|
||||||
|
writer.WriteLine($"using Framework.ProcessMode;");
|
||||||
|
writer.WriteLine($"using Framework.Dto;");
|
||||||
|
writer.WriteLine();
|
||||||
|
writer.WriteLine($"/// <summary>");
|
||||||
|
writer.WriteLine($"/// {fileNameWithoutExtension} 流程事件处理类");
|
||||||
|
writer.WriteLine($"/// </summary>");
|
||||||
|
writer.WriteLine($"public class {fileNameWithoutExtension}ProcessEvents : MonoBehaviour");
|
||||||
|
writer.WriteLine("{");
|
||||||
|
writer.WriteLine(" [ProcessAction]");
|
||||||
|
writer.WriteLine(" public void RegisterProcessEvents()");
|
||||||
|
writer.WriteLine(" {");
|
||||||
|
|
||||||
|
// 遍历步骤,动作和目标对象生成代码
|
||||||
|
for (int i = 0; i < steps.Count; i++)
|
||||||
|
{
|
||||||
|
var step = steps[i];
|
||||||
|
for (int j = 0; j < step.Actions.Count; j++)
|
||||||
|
{
|
||||||
|
var action = step.Actions[j];
|
||||||
|
for (int k = 0; k < action.TargetObjects.Count; k++)
|
||||||
|
{
|
||||||
|
string targetName = action.TargetObjects[k].ObjectName;
|
||||||
|
|
||||||
|
// 生成方法注释
|
||||||
|
writer.WriteLine($" /// <summary>");
|
||||||
|
writer.WriteLine($" /// 步骤 {i + 1}: {step.StepDescription}");
|
||||||
|
writer.WriteLine($" /// 动作 {j + 1}: {action.Title}");
|
||||||
|
writer.WriteLine($" /// 目标对象: {targetName}");
|
||||||
|
writer.WriteLine($" /// </summary>");
|
||||||
|
|
||||||
|
// 生成事件注册代码
|
||||||
|
writer.WriteLine($" EventRegistrationCenter.AddEventsToAllStepEvents(new EventStepInfo({i}, {j}, \"{targetName}\", () =>");
|
||||||
|
writer.WriteLine(" {");
|
||||||
|
writer.WriteLine(" // 在这里加入事件处理逻辑");
|
||||||
|
writer.WriteLine($" Debug.Log(\"执行事件:步骤 {i + 1} -> 动作 {j + 1} -> {targetName}\");");
|
||||||
|
writer.WriteLine(" }));");
|
||||||
|
writer.WriteLine();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
writer.WriteLine(" }");
|
||||||
|
writer.WriteLine("}");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 提示生成成功
|
||||||
|
EditorUtility.DisplayDialog("生成成功", $"{fileNameWithoutExtension}ProcessEvents 代码已生成!", "确定");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void DrawCreateLine()
|
||||||
|
{
|
||||||
|
Rect rect = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width));
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.729f, 0.519f, 0.219f)); // Blueish color
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawBlueLine()
|
||||||
|
{
|
||||||
|
Rect rect = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width));
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.329f, 0.519f, 0.219f)); // Blueish color
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawSectionSeparator()
|
||||||
|
{
|
||||||
|
Rect rect = GUILayoutUtility.GetRect(3, 5, GUILayout.MaxWidth(position.width));
|
||||||
|
EditorGUI.DrawRect(rect, new Color(0.219f, 0.219f, 0.219f)); // Dark gray color for separator
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LoadProcessFile()
|
||||||
|
{
|
||||||
|
if (File.Exists(configFilePath))
|
||||||
|
{
|
||||||
|
string json = File.ReadAllText(configFilePath);
|
||||||
|
steps = JsonConvert.DeserializeObject<List<ProcessStep>>(json) ?? new List<ProcessStep>();
|
||||||
|
|
||||||
|
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]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
steps.Clear();
|
||||||
|
stepFoldouts.Clear();
|
||||||
|
actionFoldouts.Clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SaveConfiguration()
|
||||||
|
{
|
||||||
|
bool saveConfirmed = EditorUtility.DisplayDialog(
|
||||||
|
"确认保存",
|
||||||
|
"是否要保存当前配置到 " + selectedFileName + " 并生成枚举文件?",
|
||||||
|
"确定",
|
||||||
|
"取消"
|
||||||
|
);
|
||||||
|
|
||||||
|
if (!saveConfirmed) return;
|
||||||
|
|
||||||
|
// 保存 JSON 数据
|
||||||
string json = JsonConvert.SerializeObject(steps, Formatting.Indented);
|
string json = JsonConvert.SerializeObject(steps, Formatting.Indented);
|
||||||
File.WriteAllText(configFilePath, json);
|
File.WriteAllText(configFilePath, json);
|
||||||
|
|
||||||
EditorUtility.DisplayDialog("Scene Step 编辑器", "配置已更新到 StreamingAssets/DataConfig/SceneStepData.json", "确定");
|
EditorUtility.DisplayDialog("保存成功", "配置已保存到 " + selectedFileName, "确定");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void DrawBrightBlueLine()
|
private void DrawSaveButton()
|
||||||
{
|
{
|
||||||
Rect rect = GUILayoutUtility.GetRect(3, EditorGUIUtility.singleLineHeight + 2, GUILayout.Width(3)); // 固定宽度为3
|
GUI.backgroundColor = Color.green;
|
||||||
EditorGUI.DrawRect(rect, new Color(0.3f, 0.5f, 1f, 1f)); // 亮蓝色
|
if (GUILayout.Button("保存到 " + selectedFileName, GUILayout.Height(40)))
|
||||||
|
{
|
||||||
|
SaveConfiguration();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GUI.backgroundColor = Color.white;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawActionList(int stepIndex)
|
||||||
|
{
|
||||||
|
if (steps[stepIndex].Actions.Count == 0)
|
||||||
|
{
|
||||||
|
if (GUILayout.Button("+", GUILayout.Width(30)))
|
||||||
|
{
|
||||||
|
AddNewAction(stepIndex);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int j = 0; j < steps[stepIndex].Actions.Count; j++)
|
||||||
|
{
|
||||||
|
EnsureActionFoldoutList(stepIndex, j);
|
||||||
|
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
if (j == steps[stepIndex].Actions.Count - 1 && GUILayout.Button("+", GUILayout.Width(30)))
|
||||||
|
{
|
||||||
|
AddNewAction(stepIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||||
|
{
|
||||||
|
steps[stepIndex].Actions.RemoveAt(j);
|
||||||
|
actionFoldouts[stepIndex].RemoveAt(j);
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
actionFoldouts[stepIndex][j] = EditorGUILayout.Foldout(actionFoldouts[stepIndex][j], $"{steps[stepIndex].Actions[j].Title} 编号: {stepIndex}-{j}", true);
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
if (actionFoldouts[stepIndex][j])
|
||||||
|
{
|
||||||
|
EditorGUI.indentLevel++;
|
||||||
|
DrawActionDetails(steps[stepIndex].Actions[j]);
|
||||||
|
EditorGUI.indentLevel--;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawActionDetails(ProcessStepDescription action)
|
||||||
|
{
|
||||||
|
action.Title = EditorGUILayout.TextField("标题", action.Title);
|
||||||
|
action.Description = EditorGUILayout.TextField("描述", action.Description);
|
||||||
|
action.IsSequential = EditorGUILayout.Toggle("按顺序点击", action.IsSequential);
|
||||||
|
action.Score = EditorGUILayout.FloatField("分数", action.Score);
|
||||||
|
|
||||||
|
GUILayout.Space(5);
|
||||||
|
DrawTargetObjects(action);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void DrawTargetObjects(ProcessStepDescription action)
|
||||||
|
{
|
||||||
|
GUILayout.Label("目标对象列表", EditorStyles.boldLabel);
|
||||||
|
|
||||||
|
for (int k = 0; k < action.TargetObjects.Count; k++)
|
||||||
|
{
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
|
||||||
|
if (GUILayout.Button("-", GUILayout.Width(30)))
|
||||||
|
{
|
||||||
|
action.TargetObjects.RemoveAt(k);
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.Space(10);
|
||||||
|
|
||||||
|
action.TargetObjects[k] = (
|
||||||
|
ObjectName: EditorGUILayout.TextField($"目标对象 {k + 1}", action.TargetObjects[k].ObjectName, GUILayout.Width(400)),
|
||||||
|
Type: (ProcessTargetType)EditorGUILayout.EnumPopup(action.TargetObjects[k].Type, GUILayout.Width(100))
|
||||||
|
);
|
||||||
|
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.BeginHorizontal();
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
if (GUILayout.Button("+", GUILayout.Width(300)))
|
||||||
|
{
|
||||||
|
action.TargetObjects.Add(("", ProcessTargetType.Model));
|
||||||
|
}
|
||||||
|
|
||||||
|
GUILayout.FlexibleSpace();
|
||||||
|
GUILayout.EndHorizontal();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddNewStep()
|
||||||
|
{
|
||||||
|
steps.Add(new ProcessStep("新步骤", new List<ProcessStepDescription>()));
|
||||||
|
stepFoldouts.Add(true);
|
||||||
|
actionFoldouts.Add(new List<bool>());
|
||||||
|
}
|
||||||
|
|
||||||
|
private void AddNewAction(int stepIndex)
|
||||||
|
{
|
||||||
|
steps[stepIndex].Actions.Add(new ProcessStepDescription(
|
||||||
|
targetObjects: new List<(string, ProcessTargetType)>(),
|
||||||
|
action: null,
|
||||||
|
description: "",
|
||||||
|
isSequential: false,
|
||||||
|
stepDescription: "",
|
||||||
|
score: 0,
|
||||||
|
title: "新动作"
|
||||||
|
));
|
||||||
|
actionFoldouts[stepIndex].Add(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EnsureFoldoutLists(int index)
|
||||||
|
{
|
||||||
|
if (stepFoldouts.Count <= index) stepFoldouts.Add(true);
|
||||||
|
if (actionFoldouts.Count <= index) actionFoldouts.Add(new List<bool>());
|
||||||
|
}
|
||||||
|
|
||||||
|
private void EnsureActionFoldoutList(int stepIndex, int actionIndex)
|
||||||
|
{
|
||||||
|
if (actionFoldouts[stepIndex].Count <= actionIndex) actionFoldouts[stepIndex].Add(true);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -0,0 +1,98 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using DefaultNamespace.ProcessMode;
|
||||||
|
using Framework.Dto;
|
||||||
|
using MotionFramework;
|
||||||
|
|
||||||
|
public static class EventRegistrationCenter
|
||||||
|
{
|
||||||
|
private static Action onAllEventsRegistered; // 注册所有事件后的回调,用于跳转步骤
|
||||||
|
|
||||||
|
// 存储所有步骤的事件信息
|
||||||
|
private static List<EventStepInfo> allStepEvents = new List<EventStepInfo>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 使用下标注册目标事件
|
||||||
|
/// </summary>
|
||||||
|
public static void RegisterEvent(
|
||||||
|
int stepIndex,
|
||||||
|
int actionIndex,
|
||||||
|
string objectName,
|
||||||
|
Action customEvent
|
||||||
|
) // 注册事件完成后的回调
|
||||||
|
{
|
||||||
|
// 场景已加载,直接注册
|
||||||
|
InternalRegisterEvent(stepIndex, actionIndex, objectName, customEvent);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void InternalRegisterEvent(
|
||||||
|
int stepIndex,
|
||||||
|
int actionIndex,
|
||||||
|
string objectName,
|
||||||
|
Action customEvent)
|
||||||
|
{
|
||||||
|
var processManager = MotionEngine.GetModule<ProcessManager>();
|
||||||
|
var processCollection = processManager.CurrentProcessCollection;
|
||||||
|
|
||||||
|
// 检查步骤索引和动作索引有效性
|
||||||
|
if (stepIndex < 0 || stepIndex >= processCollection.Steps.Count)
|
||||||
|
{
|
||||||
|
Debug.LogError($"步骤索引 {stepIndex} 超出范围!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var step = processCollection.Steps[stepIndex];
|
||||||
|
|
||||||
|
if (actionIndex < 0 || actionIndex >= step.Actions.Count)
|
||||||
|
{
|
||||||
|
Debug.LogError($"动作索引 {actionIndex} 超出范围!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var action = step.Actions[actionIndex];
|
||||||
|
action.BindEventToObject(objectName, customEvent); // 将事件绑定到目标物体
|
||||||
|
Debug.Log($"事件绑定成功:步骤 {step.StepDescription} -> 动作 {action.Title} -> {objectName}");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 添加事件到 AllStepEvents
|
||||||
|
/// </summary>
|
||||||
|
public static void AddEventsToAllStepEvents(EventStepInfo eventStep)
|
||||||
|
{
|
||||||
|
if (allStepEvents != null)
|
||||||
|
{
|
||||||
|
allStepEvents.Add(eventStep);
|
||||||
|
Debug.Log($"事件已添加,当前事件总数: {allStepEvents.Count}");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("AllStepEvents is not loaded.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 注册所有步骤的事件
|
||||||
|
/// </summary>
|
||||||
|
public static void RegisterAllEvents()
|
||||||
|
{
|
||||||
|
if (allStepEvents != null)
|
||||||
|
{
|
||||||
|
foreach (var stepEvent in allStepEvents)
|
||||||
|
{
|
||||||
|
RegisterEvent(
|
||||||
|
stepEvent.StepIndex,
|
||||||
|
stepEvent.ActionIndex,
|
||||||
|
stepEvent.ObjectName,
|
||||||
|
stepEvent.Event
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogError("AllStepEvents is not loaded.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b1e0742f875242fbbef7410434b0b6c9
|
||||||
|
timeCreated: 1732244088
|
||||||
|
|
@ -1,69 +1,82 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
using DefaultNamespace;
|
using DefaultNamespace;
|
||||||
using DefaultNamespace.ProcessMode;
|
using DefaultNamespace.ProcessMode;
|
||||||
using Framework.Scripts.Runtime.Engine.Engine.Camera;
|
using Framework.Scripts.Runtime.Engine.Engine.Camera;
|
||||||
|
using Framework.Scripts.Runtime.Engine.Scene;
|
||||||
using UnityEngine;
|
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;
|
||||||
using MotionFramework.Console;
|
using MotionFramework.Console;
|
||||||
using MotionFramework.Event;
|
using MotionFramework.Event;
|
||||||
using MotionFramework.Scripts.Runtime.Engine.Engine.Network.WebRequest;
|
|
||||||
using MotionFramework.Utility;
|
using MotionFramework.Utility;
|
||||||
|
|
||||||
public class GameLauncher : MonoBehaviour
|
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;
|
||||||
public bool SimulationOnEditor = true;
|
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
#if !UNITY_EDITOR
|
// #if !UNITY_EDITOR
|
||||||
SimulationOnEditor = false;
|
// SimulationOnEditor = false;
|
||||||
#endif
|
// #endif
|
||||||
|
//
|
||||||
// 初始化控制台
|
// // 初始化控制台
|
||||||
if (Application.isEditor || Debug.isDebugBuild)
|
// if (Application.isEditor || Debug.isDebugBuild)
|
||||||
DeveloperConsole.Initialize();
|
DeveloperConsole.Initialize();
|
||||||
|
|
||||||
|
|
||||||
// 初始化框架
|
// 初始化框架
|
||||||
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
CreateGameModules();
|
CreateGameModules();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// 更新框架
|
// 更新框架
|
||||||
MotionEngine.Update();
|
MotionEngine.Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnGUI()
|
void OnGUI()
|
||||||
{
|
{
|
||||||
// 绘制控制台
|
// 绘制控制台
|
||||||
if (Application.isEditor || Debug.isDebugBuild)
|
// if (Application.isEditor || Debug.isDebugBuild)
|
||||||
DeveloperConsole.Draw();
|
//DeveloperConsole.Draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void CreateGameModules()
|
private void CreateGameModules()
|
||||||
{
|
{
|
||||||
// 创建事件管理器
|
// 创建事件管理器
|
||||||
MotionEngine.CreateModule<EventManager>();
|
MotionEngine.CreateModule<EventManager>();
|
||||||
|
|
||||||
//webrequest管理器
|
|
||||||
MotionEngine.CreateModule<WebRequestManager>();
|
|
||||||
MotionEngine.CreateModule<DataConfigManager>();
|
MotionEngine.CreateModule<DataConfigManager>();
|
||||||
//流程管理器
|
//流程管理器
|
||||||
MotionEngine.CreateModule<ProcessManager>();
|
MotionEngine.CreateModule<ProcessManager>();
|
||||||
|
// 场景管理器
|
||||||
|
MotionEngine.CreateModule<SceneManager>();
|
||||||
|
|
||||||
|
var sceneManager = MotionEngine.GetModule<SceneManager>();
|
||||||
|
|
||||||
|
|
||||||
|
// MotionEngine.GetModule<SceneManager>().LoadSceneAsync("1");
|
||||||
|
// MotionEngine.GetModule<SceneManager>().LoadSceneAsync("2");
|
||||||
|
|
||||||
MotionEngine.GetModule<ProcessManager>().InitializeFirstStep();
|
MotionEngine.GetModule<ProcessManager>().InitializeFirstStep(System.IO.File.ReadAllText( Application.streamingAssetsPath + "/DataConfig/SceneStep.json"),ProcessMode.Practice);
|
||||||
|
|
||||||
|
// //获取所有ProcessAction 属性
|
||||||
|
ProcessExecutor.ExecuteProcessAddMethods("SceneStepProcessEvents");
|
||||||
|
|
||||||
|
// //注册事件
|
||||||
|
EventRegistrationCenter.RegisterAllEvents();
|
||||||
|
|
||||||
|
// MotionEngine.GetModule<ProcessManager>().JumpToProcessAsync(2, 2); //跳转流程
|
||||||
|
// MotionEngine.GetModule<ProcessManager>().JumpToProcessAsync(0, 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void HandleMotionFrameworkLog(ELogLevel logLevel, string log)
|
private void HandleMotionFrameworkLog(ELogLevel logLevel, string log)
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 1bbd690a630b4d749b925cc107cbda0d
|
guid: eed99c3fc33ac9d4fa5945ea5022880b
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using MotionFramework;
|
using MotionFramework;
|
||||||
using Newtonsoft.Json;
|
using Newtonsoft.Json;
|
||||||
|
|
@ -7,9 +7,6 @@ using UnityEngine;
|
||||||
|
|
||||||
namespace DefaultNamespace
|
namespace DefaultNamespace
|
||||||
{
|
{
|
||||||
/// <summary>
|
|
||||||
/// 数据管理
|
|
||||||
/// </summary>
|
|
||||||
public class DataConfigManager : ModuleSingleton<DataConfigManager>, IModule
|
public class DataConfigManager : ModuleSingleton<DataConfigManager>, IModule
|
||||||
{
|
{
|
||||||
private string ToolsPackDataPath = Application.streamingAssetsPath + "/DataConfig/ToolsPackData.json"; //工具包
|
private string ToolsPackDataPath = Application.streamingAssetsPath + "/DataConfig/ToolsPackData.json"; //工具包
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 1b81c0d6453eed54a80d34b5d9bdcd26
|
guid: 9f679a4dfe60b6a4083d062110e87081
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
File diff suppressed because it is too large
Load Diff
|
|
@ -0,0 +1,78 @@
|
||||||
|
// using UnityEngine;
|
||||||
|
// using UnityEngine.SceneManagement;
|
||||||
|
// using Cysharp.Threading.Tasks;
|
||||||
|
// using DefaultNamespace.ProcessMode;
|
||||||
|
// using MotionFramework; // 引入 UniTask
|
||||||
|
//
|
||||||
|
// public class SceneManagerSingleton : ModuleSingleton<SceneManagerSingleton>, IModule
|
||||||
|
// {
|
||||||
|
// private bool _isSceneLoading = false; // 标记场景是否正在加载
|
||||||
|
// private string _currentSceneName = ""; // 当前场景名称
|
||||||
|
//
|
||||||
|
// // 场景加载事件
|
||||||
|
// public delegate void SceneLoadedHandler(string sceneName);
|
||||||
|
//
|
||||||
|
// public event SceneLoadedHandler OnSceneLoaded;
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// /// <summary>
|
||||||
|
// /// 检查当前场景是否正在加载
|
||||||
|
// /// </summary>
|
||||||
|
// public bool IsSceneLoading => _isSceneLoading;
|
||||||
|
//
|
||||||
|
// /// <summary>
|
||||||
|
// /// 获取当前加载的场景名称
|
||||||
|
// /// </summary>
|
||||||
|
// public string CurrentSceneName => _currentSceneName;
|
||||||
|
//
|
||||||
|
// /// <summary>
|
||||||
|
// /// 异步加载场景
|
||||||
|
// /// </summary>
|
||||||
|
// /// <param name="sceneName">目标场景名称</param>
|
||||||
|
// /// <returns>返回一个 UniTask</returns>
|
||||||
|
// public async UniTask LoadSceneAsync(string sceneName)
|
||||||
|
// {
|
||||||
|
// // 如果场景已经在加载,直接返回
|
||||||
|
// if (_isSceneLoading)
|
||||||
|
// {
|
||||||
|
// Debug.LogWarning("场景正在加载中,不能重复加载!");
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// // 设置为正在加载
|
||||||
|
// _isSceneLoading = true;
|
||||||
|
// _currentSceneName = sceneName;
|
||||||
|
//
|
||||||
|
// // 异步加载场景
|
||||||
|
// AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
|
||||||
|
//
|
||||||
|
// // 等待场景加载完成
|
||||||
|
// while (!asyncLoad.isDone)
|
||||||
|
// {
|
||||||
|
// await UniTask.Yield(); // 每一帧等待
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// // 加载完成,触发事件
|
||||||
|
// OnSceneLoaded?.Invoke(sceneName);
|
||||||
|
//
|
||||||
|
// // 设置为加载完成
|
||||||
|
// _isSceneLoading = false;
|
||||||
|
// Debug.Log($"场景 {sceneName} 加载完成");
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// public void OnCreate(object createParam)
|
||||||
|
// {
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// public void OnUpdate()
|
||||||
|
// {
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// public void OnDestroy()
|
||||||
|
// {
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// public void OnGUI()
|
||||||
|
// {
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 00d1f3981388493abd72e64aed345b33
|
||||||
|
timeCreated: 1732603251
|
||||||
|
|
@ -1,406 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,227 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 3b9d54a17a1e40b0a1cf230c2f29c1bd
|
|
||||||
timeCreated: 1717385219
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: aa2cd41eb7446a9459bcb7936a3ffc0c
|
guid: 99b1db9f56a24644e9b7696d0c240835
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: da77a8e5bce740a98b755d7e4921b870
|
|
||||||
timeCreated: 1731308131
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 6f0428a537cc4eb296f96c77d629daa1
|
|
||||||
timeCreated: 1731308173
|
|
||||||
|
|
@ -1,36 +0,0 @@
|
||||||
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 +1,7 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = false)]
|
||||||
|
public class ProcessActionAttribute : Attribute
|
||||||
|
{
|
||||||
|
public ProcessActionAttribute() { }
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9512a36b7ea24697bfa48be750e06b02
|
||||||
|
timeCreated: 1732518130
|
||||||
|
|
@ -0,0 +1,50 @@
|
||||||
|
using System;
|
||||||
|
using System.Reflection;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public static class ProcessExecutor
|
||||||
|
{
|
||||||
|
public static void ExecuteProcessAddMethods(string selectedProcessName)
|
||||||
|
{
|
||||||
|
// 获取当前项目中的所有程序集
|
||||||
|
var assemblies = AppDomain.CurrentDomain.GetAssemblies();
|
||||||
|
|
||||||
|
foreach (var assembly in assemblies)
|
||||||
|
{
|
||||||
|
// 查找每个程序集中的所有类型
|
||||||
|
Type[] types = assembly.GetTypes();
|
||||||
|
|
||||||
|
|
||||||
|
foreach (var type in types)
|
||||||
|
{
|
||||||
|
// // 判断类名是否包含当前选择的流程名称
|
||||||
|
if (type.Name.Contains(selectedProcessName))
|
||||||
|
{
|
||||||
|
// 查找类中所有标记了 ProcessAction 属性的方法
|
||||||
|
var methods = type.GetMethods(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.Static);
|
||||||
|
|
||||||
|
foreach (var method in methods)
|
||||||
|
{
|
||||||
|
// 检查方法是否有 ProcessAction 属性
|
||||||
|
if (method.GetCustomAttribute<ProcessActionAttribute>() != null)
|
||||||
|
{
|
||||||
|
// 如果是实例方法,先创建实例再调用
|
||||||
|
if (!method.IsStatic)
|
||||||
|
{
|
||||||
|
var instance = Activator.CreateInstance(type);
|
||||||
|
method.Invoke(instance, null);
|
||||||
|
Debug.Log($"执行实例方法: {method.Name} 在 {type.FullName}");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 如果是静态方法,直接调用
|
||||||
|
method.Invoke(null, null);
|
||||||
|
Debug.Log($"执行静态方法: {method.Name} 在 {type.FullName}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ed0886d035a42238d165bb8ae8a3331
|
||||||
|
timeCreated: 1732582919
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 9b4bc9cf977049f409da9fec118aca2e
|
guid: aad751222e69088499fe94f6c6102732
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
|
|
@ -29,18 +29,5 @@ namespace DefaultNamespace.ProcessMode
|
||||||
Steps.Add(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;
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,4 +1,5 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Framework.ProcessMode;
|
||||||
|
|
||||||
namespace DefaultNamespace.ProcessMode
|
namespace DefaultNamespace.ProcessMode
|
||||||
{
|
{
|
||||||
|
|
@ -11,6 +12,7 @@ namespace DefaultNamespace.ProcessMode
|
||||||
public List<ProcessStepDescription> Actions { get; private set; } // 动作列表
|
public List<ProcessStepDescription> Actions { get; private set; } // 动作列表
|
||||||
public bool IsCompleted { get; set; } // 是否已经完成
|
public bool IsCompleted { get; set; } // 是否已经完成
|
||||||
|
|
||||||
|
public int StepNumber { get; set; }// 步骤编号
|
||||||
public ProcessStep(string stepDescription, List<ProcessStepDescription> actions)
|
public ProcessStep(string stepDescription, List<ProcessStepDescription> actions)
|
||||||
{
|
{
|
||||||
StepDescription = stepDescription;
|
StepDescription = stepDescription;
|
||||||
|
|
@ -0,0 +1,135 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using DG.Tweening;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
namespace Framework.ProcessMode
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 流程步骤描述类
|
||||||
|
/// </summary>
|
||||||
|
public enum ProcessTargetType
|
||||||
|
{
|
||||||
|
Model, // 目标类型:模型
|
||||||
|
Event // 目标类型:事件
|
||||||
|
}
|
||||||
|
|
||||||
|
public class ProcessStepDescription
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 动作标题,用于对动作的简单描述
|
||||||
|
/// </summary>
|
||||||
|
public string Title { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 目标对象列表,包含目标的名称和类型
|
||||||
|
/// </summary>
|
||||||
|
public List<(string ObjectName, ProcessTargetType Type)> TargetObjects { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 动作执行逻辑
|
||||||
|
/// </summary>
|
||||||
|
public Action Action { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 动作的详细描述信息
|
||||||
|
/// </summary>
|
||||||
|
public string Description { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 是否需要按顺序点击目标对象
|
||||||
|
/// </summary>
|
||||||
|
public bool IsSequential { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 已点击的目标对象集合
|
||||||
|
/// </summary>
|
||||||
|
public HashSet<string> ClickedObjects { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当前正在处理的目标对象索引
|
||||||
|
/// </summary>
|
||||||
|
public int CurrentObjectIndex { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 是否已显示过反馈
|
||||||
|
/// </summary>
|
||||||
|
public bool FeedbackDisplayed { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 当前动作所属步骤的描述
|
||||||
|
/// </summary>
|
||||||
|
public string StepDescription { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 动作评分
|
||||||
|
/// </summary>
|
||||||
|
public float Score { get; set; }
|
||||||
|
|
||||||
|
public string SceneName { get; set; } // 场景名称
|
||||||
|
public bool RequiresSceneSwitch { get; set; } // 是否需要切换场景
|
||||||
|
/// <summary>
|
||||||
|
/// 目标物体及其事件的映射
|
||||||
|
/// </summary>
|
||||||
|
public Dictionary<string, Action> TargetObjectEvents { get; private set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 动作编号
|
||||||
|
/// </summary>
|
||||||
|
public int ProcessStepIndex { get; set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 构造函数,初始化动作描述
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="targetObjects">目标对象列表</param>
|
||||||
|
/// <param name="action">动作逻辑</param>
|
||||||
|
/// <param name="description">动作详细描述</param>
|
||||||
|
/// <param name="isSequential">是否按顺序点击</param>
|
||||||
|
/// <param name="stepDescription">所属步骤描述</param>
|
||||||
|
/// <param name="score">动作评分</param>
|
||||||
|
/// <param name="title">动作标题</param>
|
||||||
|
public ProcessStepDescription(List<(string ObjectName, ProcessTargetType Type)> targetObjects, Action action, string description, bool isSequential, string stepDescription, float score = 0, string title = "新动作")
|
||||||
|
{
|
||||||
|
Title = title; // 动作标题
|
||||||
|
TargetObjects = targetObjects ?? new List<(string, ProcessTargetType)>();
|
||||||
|
Action = action;
|
||||||
|
Description = description;
|
||||||
|
IsSequential = isSequential;
|
||||||
|
ClickedObjects = new HashSet<string>();
|
||||||
|
CurrentObjectIndex = 0;
|
||||||
|
FeedbackDisplayed = false;
|
||||||
|
StepDescription = stepDescription;
|
||||||
|
Score = score;
|
||||||
|
|
||||||
|
|
||||||
|
TargetObjectEvents= new Dictionary<string, Action>();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 绑定目标物体的事件
|
||||||
|
/// </summary>
|
||||||
|
public void BindEventToObject(string objectName, Action customEvent)
|
||||||
|
{
|
||||||
|
if (!TargetObjectEvents.ContainsKey(objectName))
|
||||||
|
{
|
||||||
|
TargetObjectEvents.Add(objectName,customEvent);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 执行目标物体的事件
|
||||||
|
/// </summary>
|
||||||
|
public void ExecuteObjectEvent(string objectName)
|
||||||
|
{
|
||||||
|
if (TargetObjectEvents.TryGetValue(objectName, out var customEvent))
|
||||||
|
{
|
||||||
|
customEvent.Invoke();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"目标物体 {objectName} 没有绑定事件!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ad81f9cad5ed2e2438cca63e84bfc35d
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -0,0 +1 @@
|
||||||
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: c6469a0cd6e5b5242bd7eb0ec497ffa2
|
guid: c39b7c564f6cea94abfe6ad6f672f0f8
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
|
@ -0,0 +1,260 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Threading;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using MotionFramework;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace Framework.Scripts.Runtime.Engine.Scene
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// 场景管理器
|
||||||
|
/// </summary>
|
||||||
|
public class SceneManager : ModuleSingleton<SceneManager>, IModule
|
||||||
|
{
|
||||||
|
private string _currentSceneName;
|
||||||
|
private string _nextSceneName;
|
||||||
|
private bool _isLoading;
|
||||||
|
private float _loadingProgress;
|
||||||
|
private Action<float> _onLoadingProgressCallback;
|
||||||
|
private Action _onLoadingCompleteCallback;
|
||||||
|
private HashSet<string> _preloadedScenes = new HashSet<string>();
|
||||||
|
private CancellationTokenSource _loadingCancellation;
|
||||||
|
private bool _isProcessingScene;
|
||||||
|
|
||||||
|
public string CurrentSceneName => _currentSceneName;
|
||||||
|
public bool IsLoading => _isLoading;
|
||||||
|
public float LoadingProgress => _loadingProgress;
|
||||||
|
|
||||||
|
public void OnCreate(object createParam)
|
||||||
|
{
|
||||||
|
_currentSceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
|
||||||
|
_loadingCancellation = new CancellationTokenSource();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnUpdate()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDestroy()
|
||||||
|
{
|
||||||
|
_loadingCancellation?.Cancel();
|
||||||
|
_loadingCancellation?.Dispose();
|
||||||
|
_loadingCancellation = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnGUI()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 重置加载状态
|
||||||
|
/// </summary>
|
||||||
|
private void ResetLoadingState()
|
||||||
|
{
|
||||||
|
_isLoading = false;
|
||||||
|
_loadingProgress = 0f;
|
||||||
|
_onLoadingProgressCallback = null;
|
||||||
|
_onLoadingCompleteCallback = null;
|
||||||
|
|
||||||
|
// 取消之前的加载操作
|
||||||
|
if (_loadingCancellation != null)
|
||||||
|
{
|
||||||
|
if (!_loadingCancellation.IsCancellationRequested)
|
||||||
|
_loadingCancellation.Cancel();
|
||||||
|
_loadingCancellation.Dispose();
|
||||||
|
}
|
||||||
|
_loadingCancellation = new CancellationTokenSource();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 加载场景并等待初始化完成
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sceneName">场景名称</param>
|
||||||
|
/// <param name="onSceneInitialized">场景初始化完成后的回调,在这里执行场景加载后的初始化逻辑</param>
|
||||||
|
/// <param name="onProgress">加载进度回调</param>
|
||||||
|
/// <param name="onComplete">场景加载完成的回调</param>
|
||||||
|
public async UniTask LoadSceneAndWaitAsync(
|
||||||
|
string sceneName,
|
||||||
|
Action<float> onProgress = null,
|
||||||
|
Action onComplete = null)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(sceneName))
|
||||||
|
{
|
||||||
|
Debug.LogError("场景名称不能为空!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_isProcessingScene)
|
||||||
|
{
|
||||||
|
Debug.LogError("已有场景正在处理中,请等待完成!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_isProcessingScene = true;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// 创建一个TaskCompletionSource来等待场景加载完成
|
||||||
|
var tcs = new UniTaskCompletionSource();
|
||||||
|
|
||||||
|
// 加载场景
|
||||||
|
LoadSceneAsync(sceneName, onProgress, () => tcs.TrySetResult());
|
||||||
|
|
||||||
|
// 等待场景加载完成
|
||||||
|
await tcs.Task;
|
||||||
|
|
||||||
|
// 等待一帧确保场景已经完全准备好
|
||||||
|
await UniTask.NextFrame();
|
||||||
|
|
||||||
|
|
||||||
|
onComplete?.Invoke();
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
_isProcessingScene = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 异步加载场景
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sceneName">场景名称</param>
|
||||||
|
/// <param name="onProgress">加载进度回调</param>
|
||||||
|
/// <param name="onComplete">加载完成回调</param>
|
||||||
|
public async UniTaskVoid LoadSceneAsync(string sceneName, Action<float> onProgress = null, Action onComplete = null)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(sceneName))
|
||||||
|
{
|
||||||
|
Debug.LogError("场景名称不能为空!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 如果正在加载,先重置状态
|
||||||
|
if (_isLoading)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("上一个场景加载被中断!");
|
||||||
|
ResetLoadingState();
|
||||||
|
}
|
||||||
|
|
||||||
|
_nextSceneName = sceneName;
|
||||||
|
_onLoadingProgressCallback = onProgress;
|
||||||
|
_onLoadingCompleteCallback = onComplete;
|
||||||
|
_isLoading = true;
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
|
await LoadSceneAsyncInternal().AttachExternalCancellation(_loadingCancellation.Token);
|
||||||
|
}
|
||||||
|
catch (OperationCanceledException)
|
||||||
|
{
|
||||||
|
Debug.LogWarning($"场景 {sceneName} 加载已取消");
|
||||||
|
ResetLoadingState();
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
Debug.LogError($"加载场景 {sceneName} 失败: {e}");
|
||||||
|
ResetLoadingState();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 预加载场景
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sceneName">场景名称</param>
|
||||||
|
public async UniTask PreloadSceneAsync(string sceneName)
|
||||||
|
{
|
||||||
|
if (string.IsNullOrEmpty(sceneName))
|
||||||
|
{
|
||||||
|
Debug.LogError("场景名称不能为空!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_preloadedScenes.Contains(sceneName))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var operation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
|
||||||
|
if (operation != null)
|
||||||
|
{
|
||||||
|
operation.allowSceneActivation = false;
|
||||||
|
await operation.ToUniTask(Progress.Create<float>(progress =>
|
||||||
|
{
|
||||||
|
Debug.Log($"预加载场景 {sceneName}: {progress}");
|
||||||
|
}));
|
||||||
|
_preloadedScenes.Add(sceneName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 卸载预加载的场景
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="sceneName">场景名称</param>
|
||||||
|
public async UniTask UnloadPreloadedSceneAsync(string sceneName)
|
||||||
|
{
|
||||||
|
if (_preloadedScenes.Contains(sceneName))
|
||||||
|
{
|
||||||
|
await UnityEngine.SceneManagement.SceneManager.UnloadSceneAsync(sceneName).ToUniTask();
|
||||||
|
_preloadedScenes.Remove(sceneName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private async UniTask LoadSceneAsyncInternal()
|
||||||
|
{
|
||||||
|
try
|
||||||
|
{
|
||||||
|
// 开始加载前等待一帧,让UI有时间更新
|
||||||
|
await UniTask.Yield(_loadingCancellation.Token);
|
||||||
|
|
||||||
|
// 开始异步加载场景
|
||||||
|
var operation = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(_nextSceneName);
|
||||||
|
if (operation == null)
|
||||||
|
{
|
||||||
|
throw new Exception($"开始加载场景失败: {_nextSceneName}");
|
||||||
|
}
|
||||||
|
|
||||||
|
operation.allowSceneActivation = false;
|
||||||
|
|
||||||
|
// 等待加载完成
|
||||||
|
while (operation.progress < 0.9f)
|
||||||
|
{
|
||||||
|
_loadingProgress = operation.progress;
|
||||||
|
_onLoadingProgressCallback?.Invoke(_loadingProgress);
|
||||||
|
await UniTask.Yield(_loadingCancellation.Token);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 当进度达到0.9时,场景已经加载完成,等待激活
|
||||||
|
operation.allowSceneActivation = true;
|
||||||
|
|
||||||
|
// 等待场景完全加载完成
|
||||||
|
await operation.ToUniTask(Progress.Create<float>(progress =>
|
||||||
|
{
|
||||||
|
_loadingProgress = progress;
|
||||||
|
_onLoadingProgressCallback?.Invoke(progress);
|
||||||
|
}), PlayerLoopTiming.Update, _loadingCancellation.Token);
|
||||||
|
|
||||||
|
// 确保新场景已经被激活
|
||||||
|
await UniTask.WaitUntil(() =>
|
||||||
|
UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == _nextSceneName,
|
||||||
|
PlayerLoopTiming.Update, _loadingCancellation.Token);
|
||||||
|
|
||||||
|
// 更新当前场景名称
|
||||||
|
_currentSceneName = _nextSceneName;
|
||||||
|
_loadingProgress = 1f;
|
||||||
|
|
||||||
|
// 调用加载完成回调
|
||||||
|
_onLoadingProgressCallback?.Invoke(1f);
|
||||||
|
_onLoadingCompleteCallback?.Invoke();
|
||||||
|
}
|
||||||
|
finally
|
||||||
|
{
|
||||||
|
_isLoading = false;
|
||||||
|
// 清理回调
|
||||||
|
_onLoadingProgressCallback = null;
|
||||||
|
_onLoadingCompleteCallback = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 49026045854741a4794a47471cd16015
|
guid: 96f50661e06d5e94e829a97446fda410
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
|
@ -44,6 +44,25 @@ namespace Framework.Scripts.Runtime.Module.Module.Camera
|
||||||
[SerializeField] private Transform MainCam;
|
[SerializeField] private Transform MainCam;
|
||||||
[SerializeField] private Transform MainCamTarget;
|
[SerializeField] private Transform MainCamTarget;
|
||||||
|
|
||||||
|
// 在编辑器中添加脚本时调用的方法
|
||||||
|
private void OnValidate()
|
||||||
|
{
|
||||||
|
// 检查该方法是否在编辑器模式下被调用
|
||||||
|
if (!Application.isPlaying)
|
||||||
|
{
|
||||||
|
if (UnityEngine.Camera.main != null) MainCam = UnityEngine.Camera.main.transform;
|
||||||
|
if (MainCam.Find("MainTarget") == null)
|
||||||
|
{
|
||||||
|
MainCamTarget= Instantiate(new GameObject(), MainCam).transform;
|
||||||
|
MainCamTarget.name = "MainTarget";
|
||||||
|
}
|
||||||
|
|
||||||
|
// 调用自定义方法
|
||||||
|
Debug.Log("asd ");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
// 为组件赋值,可以通过查找对象或者直接赋值的方式
|
// 为组件赋值,可以通过查找对象或者直接赋值的方式
|
||||||
|
|
@ -72,11 +91,13 @@ namespace Framework.Scripts.Runtime.Module.Module.Camera
|
||||||
_raycastComponent.OnRaycastHit -= HandleRaycastHit;
|
_raycastComponent.OnRaycastHit -= HandleRaycastHit;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// 处理射线命中事件并打印物体名称
|
// 处理射线命中事件并打印物体名称
|
||||||
void HandleRaycastHit(RaycastHit hit)
|
void HandleRaycastHit(RaycastHit hit)
|
||||||
{
|
{
|
||||||
Debug.Log("射线检测到物体--->" + hit.collider.name);
|
Debug.Log("射线检测到物体--->" + hit.collider.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// 调用射线功能
|
// 调用射线功能
|
||||||
|
|
@ -89,7 +110,6 @@ namespace Framework.Scripts.Runtime.Module.Module.Camera
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
_cameraControlComponent.UpdateValue(minMaxSlider);
|
_cameraControlComponent.UpdateValue(minMaxSlider);
|
||||||
// 调用镜头控制功能
|
// 调用镜头控制功能
|
||||||
_cameraControlComponent?.ControlCamera();
|
_cameraControlComponent?.ControlCamera();
|
||||||
|
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: e8a64ba3ed244e69bebc5f482f2e842f
|
|
||||||
timeCreated: 1716534367
|
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a4be86fb3ca14bb9862c5fd54134b8c6
|
||||||
|
timeCreated: 1732586854
|
||||||
|
|
@ -0,0 +1,40 @@
|
||||||
|
using System.Collections;
|
||||||
|
using Cysharp.Threading.Tasks;
|
||||||
|
using DefaultNamespace.Dto;
|
||||||
|
using Framework.Dto;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace Framework.Test
|
||||||
|
{
|
||||||
|
public class TestProcess : MonoBehaviour
|
||||||
|
{
|
||||||
|
// [ProcessAction]
|
||||||
|
// public void RegisterProcessEvents()
|
||||||
|
// {
|
||||||
|
// Debug.Log("注册事件:步骤 0 -> 动作 0 -> NPC(客户)1");
|
||||||
|
// // 步骤编号 动作编号 目标名称
|
||||||
|
// EventRegistrationCenter.AddEventsToAllStepEvents(new EventStepInfo(0, 0, "NPC(客户)1", () =>
|
||||||
|
// {
|
||||||
|
// Debug.Log("添加事件");
|
||||||
|
// // StartCoroutine(hahaha());
|
||||||
|
// SceneManager.LoadScene("2");
|
||||||
|
// hahaha();
|
||||||
|
// }));
|
||||||
|
// }
|
||||||
|
|
||||||
|
|
||||||
|
async void hahaha()
|
||||||
|
{
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 10; i++)
|
||||||
|
{
|
||||||
|
Debug.Log(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
await UniTask.Delay(1000);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bae3d2159ee44f7882f47feb28614b18
|
||||||
|
timeCreated: 1732586869
|
||||||
|
|
@ -7,8 +7,8 @@ LightingSettings:
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInstance: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
m_PrefabAsset: {fileID: 0}
|
||||||
m_Name: DemoSceneSettings
|
m_Name: DemoSceneSettings
|
||||||
serializedVersion: 2
|
serializedVersion: 6
|
||||||
m_GIWorkflowMode: 0
|
m_GIWorkflowMode: 1
|
||||||
m_EnableBakedLightmaps: 1
|
m_EnableBakedLightmaps: 1
|
||||||
m_EnableRealtimeLightmaps: 1
|
m_EnableRealtimeLightmaps: 1
|
||||||
m_RealtimeEnvironmentLighting: 1
|
m_RealtimeEnvironmentLighting: 1
|
||||||
|
|
@ -16,11 +16,11 @@ LightingSettings:
|
||||||
m_AlbedoBoost: 1
|
m_AlbedoBoost: 1
|
||||||
m_IndirectOutputScale: 1
|
m_IndirectOutputScale: 1
|
||||||
m_UsingShadowmask: 1
|
m_UsingShadowmask: 1
|
||||||
m_BakeBackend: 0
|
m_BakeBackend: 2
|
||||||
m_LightmapMaxSize: 1024
|
m_LightmapMaxSize: 1024
|
||||||
m_BakeResolution: 40
|
m_BakeResolution: 40
|
||||||
m_Padding: 2
|
m_Padding: 2
|
||||||
m_TextureCompression: 1
|
m_LightmapCompression: 3
|
||||||
m_AO: 0
|
m_AO: 0
|
||||||
m_AOMaxDistance: 1
|
m_AOMaxDistance: 1
|
||||||
m_CompAOExponent: 1
|
m_CompAOExponent: 1
|
||||||
|
|
@ -29,7 +29,7 @@ LightingSettings:
|
||||||
m_MixedBakeMode: 2
|
m_MixedBakeMode: 2
|
||||||
m_LightmapsBakeMode: 1
|
m_LightmapsBakeMode: 1
|
||||||
m_FilterMode: 1
|
m_FilterMode: 1
|
||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_ExportTrainingData: 0
|
m_ExportTrainingData: 0
|
||||||
m_TrainingDataDestination: TrainingData
|
m_TrainingDataDestination: TrainingData
|
||||||
m_RealtimeResolution: 2
|
m_RealtimeResolution: 2
|
||||||
|
|
@ -41,13 +41,13 @@ LightingSettings:
|
||||||
m_PVRCulling: 1
|
m_PVRCulling: 1
|
||||||
m_PVRSampling: 1
|
m_PVRSampling: 1
|
||||||
m_PVRDirectSampleCount: 32
|
m_PVRDirectSampleCount: 32
|
||||||
m_PVRSampleCount: 500
|
m_PVRSampleCount: 512
|
||||||
m_PVREnvironmentSampleCount: 500
|
m_PVREnvironmentSampleCount: 512
|
||||||
m_PVREnvironmentReferencePointCount: 2048
|
m_PVREnvironmentReferencePointCount: 2048
|
||||||
m_LightProbeSampleCountMultiplier: 4
|
m_LightProbeSampleCountMultiplier: 4
|
||||||
m_PVRBounces: 2
|
m_PVRBounces: 2
|
||||||
m_PVRRussianRouletteStartBounce: 2
|
m_PVRMinBounces: 2
|
||||||
m_PVREnvironmentMIS: 0
|
m_PVREnvironmentImportanceSampling: 0
|
||||||
m_PVRFilteringMode: 2
|
m_PVRFilteringMode: 2
|
||||||
m_PVRDenoiserTypeDirect: 0
|
m_PVRDenoiserTypeDirect: 0
|
||||||
m_PVRDenoiserTypeIndirect: 0
|
m_PVRDenoiserTypeIndirect: 0
|
||||||
|
|
@ -61,3 +61,6 @@ LightingSettings:
|
||||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
||||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||||
|
m_PVRTiledBaking: 0
|
||||||
|
m_NumRaysToShootPerTexel: -1
|
||||||
|
m_RespectSceneVisibilityWhenBakingGI: 0
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
|
|
||||||
namespace NaughtyAttributes.Test
|
namespace NaughtyAttributes.Test
|
||||||
{
|
{
|
||||||
public class SceneTest : MonoBehaviour
|
public class SceneToolsBtOnClickTest : MonoBehaviour
|
||||||
{
|
{
|
||||||
[Scene]
|
[Scene]
|
||||||
public string scene0;
|
public string scene0;
|
||||||
|
|
@ -1,92 +0,0 @@
|
||||||
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];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: ac47f0227c398ee4699ffdc6b064aebf
|
|
||||||
timeCreated: 1718244118
|
|
||||||
|
|
@ -1,109 +0,0 @@
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 94f37b75bc424c5c818ec365d2c18168
|
|
||||||
timeCreated: 1717382345
|
|
||||||
|
|
@ -1,42 +0,0 @@
|
||||||
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);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 8768f1946ef64a2daa62ded671a1fcb1
|
|
||||||
timeCreated: 1717393997
|
|
||||||
|
|
@ -1,37 +0,0 @@
|
||||||
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);
|
|
||||||
});
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 950ed43ca18941be90c7e1a16b578539
|
|
||||||
timeCreated: 1718067966
|
|
||||||
|
|
@ -1,191 +0,0 @@
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 02ba728ddc674edeb1c6349f587246eb
|
|
||||||
timeCreated: 1717407164
|
|
||||||
|
|
@ -1,27 +0,0 @@
|
||||||
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);
|
|
||||||
});
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
@ -1,81 +0,0 @@
|
||||||
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}");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 0d3b1a9715a34aa8ab0530af2056aaf9
|
|
||||||
timeCreated: 1718244118
|
|
||||||
|
|
@ -1,78 +0,0 @@
|
||||||
// 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]);
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
//
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
|
|
@ -1,3 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 0234ae9c682a4828aa916e415ad8b21d
|
|
||||||
timeCreated: 1718269320
|
|
||||||
|
|
@ -32,39 +32,5 @@
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"IsCompleted": false
|
"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 @@
|
||||||
|
[]
|
||||||
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 43f598bb5c201414b80d26074dee531f
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -1,82 +1,80 @@
|
||||||
using System;
|
// using System;
|
||||||
using System.Collections;
|
// using System.Collections;
|
||||||
using System.Collections.Generic;
|
// using System.Collections.Generic;
|
||||||
using System.Threading;
|
// using System.Threading;
|
||||||
using System.Threading.Tasks;
|
// using System.Threading.Tasks;
|
||||||
using MotionFramework;
|
// using MotionFramework;
|
||||||
using MotionFramework.Scripts.Runtime.Engine.Engine.Network.WebRequest;
|
// using UnityEngine;
|
||||||
using UnityEngine;
|
//
|
||||||
|
// public class WebRequestTest : MonoBehaviour
|
||||||
public class WebRequestTest : MonoBehaviour
|
// {
|
||||||
{
|
// CancellationTokenSource GetFileCan = new CancellationTokenSource();
|
||||||
CancellationTokenSource GetFileCan = new CancellationTokenSource();
|
//
|
||||||
|
// private void Awake()
|
||||||
private void Awake()
|
// {
|
||||||
{
|
// MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
||||||
MotionEngine.Initialize(this, HandleMotionFrameworkLog);
|
// }
|
||||||
MotionEngine.CreateModule<WebRequestManager>();
|
//
|
||||||
}
|
// private async void Start()
|
||||||
|
// {
|
||||||
private async void Start()
|
// TimeOut();
|
||||||
{
|
// //get 获取
|
||||||
TimeOut();
|
// try
|
||||||
//get 获取
|
// {
|
||||||
try
|
// await WebRequestManager.Instance.GetFileAsync("http://localhost:5062/Home", procss => { Debug.Log($"下载进度: {procss}%"); }, GetFileCan.Token);
|
||||||
{
|
// }
|
||||||
await WebRequestManager.Instance.GetFileAsync("http://localhost:5062/Home", procss => { Debug.Log($"下载进度: {procss}%"); }, GetFileCan.Token);
|
// catch (OperationCanceledException)
|
||||||
}
|
// {
|
||||||
catch (OperationCanceledException)
|
// Debug.LogError("异常!");
|
||||||
{
|
// }
|
||||||
Debug.LogError("异常!");
|
//
|
||||||
}
|
// //表单提交
|
||||||
|
// try
|
||||||
//表单提交
|
// {
|
||||||
try
|
// Dictionary<string, string> dic = new Dictionary<string, string>();
|
||||||
{
|
// dic.Add("id", "123123");
|
||||||
Dictionary<string, string> dic = new Dictionary<string, string>();
|
// dic.Add("name", "123123");
|
||||||
dic.Add("id", "123123");
|
//
|
||||||
dic.Add("name", "123123");
|
// await WebRequestManager.Instance.PostFormAsync("http://localhost:5062/Home", dic, procss =>
|
||||||
|
// {
|
||||||
await WebRequestManager.Instance.PostFormAsync("http://localhost:5062/Home", dic, procss =>
|
// Debug.Log($"提交进度: {procss}%");
|
||||||
{
|
// }, GetFileCan.Token);
|
||||||
Debug.Log($"提交进度: {procss}%");
|
// }
|
||||||
}, GetFileCan.Token);
|
// catch (OperationCanceledException)
|
||||||
}
|
// {
|
||||||
catch (OperationCanceledException)
|
// Debug.LogError("异常!");
|
||||||
{
|
// }
|
||||||
Debug.LogError("异常!");
|
// }
|
||||||
}
|
//
|
||||||
}
|
// async void TimeOut()
|
||||||
|
// {
|
||||||
async void TimeOut()
|
// //两秒钟后结束请求
|
||||||
{
|
// await Task.Delay(TimeSpan.FromSeconds(1));
|
||||||
//两秒钟后结束请求
|
// GetFileCan.Cancel();
|
||||||
await Task.Delay(TimeSpan.FromSeconds(1));
|
// }
|
||||||
GetFileCan.Cancel();
|
//
|
||||||
}
|
//
|
||||||
|
// private void HandleMotionFrameworkLog(ELogLevel logLevel, string log)
|
||||||
|
// {
|
||||||
private void HandleMotionFrameworkLog(ELogLevel logLevel, string log)
|
// if (logLevel == ELogLevel.Log)
|
||||||
{
|
// {
|
||||||
if (logLevel == ELogLevel.Log)
|
// UnityEngine.Debug.Log(log);
|
||||||
{
|
// }
|
||||||
UnityEngine.Debug.Log(log);
|
// else if (logLevel == ELogLevel.Error)
|
||||||
}
|
// {
|
||||||
else if (logLevel == ELogLevel.Error)
|
// UnityEngine.Debug.LogError(log);
|
||||||
{
|
// }
|
||||||
UnityEngine.Debug.LogError(log);
|
// else if (logLevel == ELogLevel.Warning)
|
||||||
}
|
// {
|
||||||
else if (logLevel == ELogLevel.Warning)
|
// UnityEngine.Debug.LogWarning(log);
|
||||||
{
|
// }
|
||||||
UnityEngine.Debug.LogWarning(log);
|
// else if (logLevel == ELogLevel.Exception)
|
||||||
}
|
// {
|
||||||
else if (logLevel == ELogLevel.Exception)
|
// UnityEngine.Debug.LogError(log);
|
||||||
{
|
// }
|
||||||
UnityEngine.Debug.LogError(log);
|
// else
|
||||||
}
|
// {
|
||||||
else
|
// throw new NotImplementedException($"{logLevel}");
|
||||||
{
|
// }
|
||||||
throw new NotImplementedException($"{logLevel}");
|
// }
|
||||||
}
|
// }
|
||||||
}
|
|
||||||
}
|
|
||||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
|
@ -1,5 +1,6 @@
|
||||||
Base path: 'E:/Program Files/Unity 2022.3.31f1/Editor/Data', plugins path 'E:/Program Files/Unity 2022.3.31f1/Editor/Data/PlaybackEngines'
|
Base path: 'D:/2022.3.21f1c1/Editor/Data', plugins path 'D:/2022.3.21f1c1/Editor/Data/PlaybackEngines'
|
||||||
Cmd: initializeCompiler
|
Cmd: initializeCompiler
|
||||||
|
|
||||||
|
Cmd: shutdown
|
||||||
|
|
||||||
|
Quitting shader compiler process
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@
|
||||||
<DebugType>full</DebugType>
|
<DebugType>full</DebugType>
|
||||||
<Optimize>false</Optimize>
|
<Optimize>false</Optimize>
|
||||||
<OutputPath>Temp\Bin\Debug\MotionFramework\</OutputPath>
|
<OutputPath>Temp\Bin\Debug\MotionFramework\</OutputPath>
|
||||||
<DefineConstants>UNITY_2022_3_31;UNITY_2022_3;UNITY_2022;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;UNITY_2021_1_OR_NEWER;UNITY_2021_2_OR_NEWER;UNITY_2021_3_OR_NEWER;UNITY_2022_1_OR_NEWER;UNITY_2022_2_OR_NEWER;UNITY_2022_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_EDITOR_GAME_SERVICES;ENABLE_UNITY_GAME_SERVICES_ANALYTICS_SUPPORT;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;ENABLE_ACCELERATOR_CLIENT_DEBUGGING;ENABLE_NAVIGATION_PACKAGE_DEBUG_VISUALIZATION;ENABLE_NAVIGATION_HEIGHTMESH_RUNTIME_SUPPORT;ENABLE_NAVIGATION_UI_REQUIRES_PACKAGE;PLATFORM_STANDALONE;TEXTCORE_1_0_OR_NEWER;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_NVIDIA;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;PLATFORM_INITIALIZES_MEMORY_MANAGER_EXPLICITLY;ENABLE_MONO;NET_4_6;NET_UNITY_4_8;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;TEXTCORE_FONT_ENGINE_1_5_OR_NEWER;DOTWEEN;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
<DefineConstants>UNITY_2022_3_21;UNITY_2022_3;UNITY_2022;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;UNITY_2021_1_OR_NEWER;UNITY_2021_2_OR_NEWER;UNITY_2021_3_OR_NEWER;UNITY_2022_1_OR_NEWER;UNITY_2022_2_OR_NEWER;UNITY_2022_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_EDITOR_GAME_SERVICES;ENABLE_UNITY_GAME_SERVICES_ANALYTICS_SUPPORT;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_GENERATE_NATIVE_PLUGINS_FOR_ASSEMBLIES_API;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;ENABLE_ACCELERATOR_CLIENT_DEBUGGING;ENABLE_NAVIGATION_PACKAGE_DEBUG_VISUALIZATION;ENABLE_NAVIGATION_HEIGHTMESH_RUNTIME_SUPPORT;ENABLE_NAVIGATION_UI_REQUIRES_PACKAGE;PLATFORM_STANDALONE;TEXTCORE_1_0_OR_NEWER;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_NVIDIA;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;PLATFORM_INITIALIZES_MEMORY_MANAGER_EXPLICITLY;ENABLE_MONO;NET_4_6;NET_UNITY_4_8;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;TEXTCORE_FONT_ENGINE_1_5_OR_NEWER;DOTWEEN;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
|
||||||
<ErrorReport>prompt</ErrorReport>
|
<ErrorReport>prompt</ErrorReport>
|
||||||
<WarningLevel>4</WarningLevel>
|
<WarningLevel>4</WarningLevel>
|
||||||
<NoWarn>0169,0649</NoWarn>
|
<NoWarn>0169,0649</NoWarn>
|
||||||
|
|
@ -41,8 +41,8 @@
|
||||||
<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
|
<ImplicitlyExpandDesignTimeFacades>false</ImplicitlyExpandDesignTimeFacades>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Analyzer Include="E:\Program Files\Unity 2022.3.31f1\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
|
<Analyzer Include="D:\2022.3.21f1c1\Editor\Data\Tools\Unity.SourceGenerators\Unity.SourceGenerators.dll" />
|
||||||
<Analyzer Include="E:\Program Files\Unity 2022.3.31f1\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
|
<Analyzer Include="D:\2022.3.21f1c1\Editor\Data\Tools\Unity.SourceGenerators\Unity.Properties.SourceGenerator.dll" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\ProfilerUtility.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\ProfilerUtility.cs" />
|
||||||
|
|
@ -59,7 +59,6 @@
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\ConsoleGUI.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\ConsoleGUI.cs" />
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\AssemblyUtility.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\AssemblyUtility.cs" />
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\DeveloperConsole.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\DeveloperConsole.cs" />
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Module\Module.Network\WebRequest\WebRequestManager.cs" />
|
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Module\Extension\UnityEngine_RectTransform_Extension.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Module\Extension\UnityEngine_RectTransform_Extension.cs" />
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\IConsoleWindow.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Console\IConsoleWindow.cs" />
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\FileUtility.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Utility\FileUtility.cs" />
|
||||||
|
|
@ -96,259 +95,259 @@
|
||||||
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Camera\Raycast\IRaycastable.cs" />
|
<Compile Include="Assets\Framework\Scripts\Runtime\Engine\Engine.Camera\Raycast\IRaycastable.cs" />
|
||||||
<None Include="Assets\Framework\Scripts\Runtime\MotionFramework.asmdef" />
|
<None Include="Assets\Framework\Scripts\Runtime\MotionFramework.asmdef" />
|
||||||
<Reference Include="UnityEngine">
|
<Reference Include="UnityEngine">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AIModule">
|
<Reference Include="UnityEngine.AIModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AIModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.ARModule">
|
<Reference Include="UnityEngine.ARModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.ARModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AccessibilityModule">
|
<Reference Include="UnityEngine.AccessibilityModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AccessibilityModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AndroidJNIModule">
|
<Reference Include="UnityEngine.AndroidJNIModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AndroidJNIModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AnimationModule">
|
<Reference Include="UnityEngine.AnimationModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AnimationModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AssetBundleModule">
|
<Reference Include="UnityEngine.AssetBundleModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AssetBundleModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.AudioModule">
|
<Reference Include="UnityEngine.AudioModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.AudioModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.ClothModule">
|
<Reference Include="UnityEngine.ClothModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.ClothModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.ClusterInputModule">
|
<Reference Include="UnityEngine.ClusterInputModule">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.ClusterInputModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEngine.ClusterRendererModule">
|
<Reference Include="UnityEngine.ClusterRendererModule">
|
||||||
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|
@ -26,7 +26,7 @@
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||||||
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@ -26,7 +26,7 @@
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<Reference Include="System.Xml.XPath">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
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</Reference>
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||||||
<Reference Include="System.Xml.XPath.XDocument">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
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<Reference Include="UnityEditor.UI">
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<Reference Include="UnityEditor.UI">
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
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<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
|
||||||
|
|
|
||||||
|
|
@ -2,6 +2,7 @@
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.collab-proxy": "2.3.1",
|
"com.unity.collab-proxy": "2.3.1",
|
||||||
"com.unity.feature.development": "1.0.1",
|
"com.unity.feature.development": "1.0.1",
|
||||||
|
"com.unity.ide.rider": "3.0.34",
|
||||||
"com.unity.scriptablebuildpipeline": "1.21.23",
|
"com.unity.scriptablebuildpipeline": "1.21.23",
|
||||||
"com.unity.textmeshpro": "3.0.6",
|
"com.unity.textmeshpro": "3.0.6",
|
||||||
"com.unity.timeline": "1.7.6",
|
"com.unity.timeline": "1.7.6",
|
||||||
|
|
|
||||||
|
|
@ -5,21 +5,21 @@
|
||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.cn"
|
||||||
},
|
},
|
||||||
"com.unity.editorcoroutines": {
|
"com.unity.editorcoroutines": {
|
||||||
"version": "1.0.0",
|
"version": "1.0.0",
|
||||||
"depth": 1,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.cn"
|
||||||
},
|
},
|
||||||
"com.unity.ext.nunit": {
|
"com.unity.ext.nunit": {
|
||||||
"version": "1.0.6",
|
"version": "1.0.6",
|
||||||
"depth": 2,
|
"depth": 1,
|
||||||
"source": "registry",
|
"source": "registry",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"url": "https://packages.unity.com"
|
"url": "https://packages.unity.cn"
|
||||||
},
|
},
|
||||||
"com.unity.feature.development": {
|
"com.unity.feature.development": {
|
||||||
"version": "1.0.1",
|
"version": "1.0.1",
|
||||||
|
|
@ -27,7 +27,7 @@
|
||||||
"source": "builtin",
|
"source": "builtin",
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"com.unity.ide.visualstudio": "2.0.22",
|
"com.unity.ide.visualstudio": "2.0.22",
|
||||||
"com.unity.ide.rider": "3.0.28",
|
"com.unity.ide.rider": "3.0.27",
|
||||||
"com.unity.ide.vscode": "1.2.5",
|
"com.unity.ide.vscode": "1.2.5",
|
||||||
"com.unity.editorcoroutines": "1.0.0",
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"com.unity.editorcoroutines": "1.0.0",
|
||||||
"com.unity.performance.profile-analyzer": "1.2.2",
|
"com.unity.performance.profile-analyzer": "1.2.2",
|
||||||
|
|
@ -36,13 +36,13 @@
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"com.unity.ide.rider": {
|
"com.unity.ide.rider": {
|
||||||
"version": "3.0.28",
|
"version": "3.0.34",
|
||||||
"depth": 1,
|
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@ -100,7 +100,7 @@
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@ -109,7 +109,7 @@
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@ -121,7 +121,7 @@
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|
@ -140,7 +140,7 @@
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|
@ -26,7 +26,7 @@
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||||||
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426
UniTask.csproj
426
UniTask.csproj
|
|
@ -26,7 +26,7 @@
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<Reference Include="System.ServiceModel.Http">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ServiceModel.Http.dll</HintPath>
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<Reference Include="System.ServiceModel.NetTcp">
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<Reference Include="System.ServiceModel.NetTcp">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ServiceModel.NetTcp.dll</HintPath>
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<Reference Include="System.ServiceModel.Primitives">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ServiceModel.Primitives.dll</HintPath>
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<Reference Include="System.ServiceModel.Security">
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<Reference Include="System.ServiceModel.Security">
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<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ServiceModel.Security.dll</HintPath>
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ServiceModel.Security.dll</HintPath>
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||||||
<Reference Include="System.Text.Encoding">
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Text.Encoding.dll</HintPath>
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||||||
<Reference Include="System.Text.Encoding.Extensions">
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<Reference Include="System.Text.Encoding.Extensions">
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||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Text.Encoding.Extensions.dll</HintPath>
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Text.Encoding.Extensions.dll</HintPath>
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||||||
<Reference Include="System.Text.RegularExpressions">
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<Reference Include="System.Text.RegularExpressions">
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||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Text.RegularExpressions.dll</HintPath>
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Text.RegularExpressions.dll</HintPath>
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</Reference>
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||||||
<Reference Include="System.Threading">
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<Reference Include="System.Threading">
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||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.dll</HintPath>
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.dll</HintPath>
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</Reference>
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||||||
<Reference Include="System.Threading.Overlapped">
|
<Reference Include="System.Threading.Overlapped">
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||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Overlapped.dll</HintPath>
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<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Overlapped.dll</HintPath>
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||||||
</Reference>
|
</Reference>
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||||||
<Reference Include="System.Threading.Tasks">
|
<Reference Include="System.Threading.Tasks">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.dll</HintPath>
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</Reference>
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</Reference>
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||||||
<Reference Include="System.Threading.Tasks.Extensions">
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<Reference Include="System.Threading.Tasks.Extensions">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Extensions.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Extensions.dll</HintPath>
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||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Threading.Tasks.Parallel">
|
<Reference Include="System.Threading.Tasks.Parallel">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Tasks.Parallel.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Threading.Thread">
|
<Reference Include="System.Threading.Thread">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Thread.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Thread.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Threading.ThreadPool">
|
<Reference Include="System.Threading.ThreadPool">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.ThreadPool.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.ThreadPool.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Threading.Timer">
|
<Reference Include="System.Threading.Timer">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Timer.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Threading.Timer.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.ValueTuple">
|
<Reference Include="System.ValueTuple">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ValueTuple.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.ValueTuple.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.ReaderWriter">
|
<Reference Include="System.Xml.ReaderWriter">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.ReaderWriter.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.ReaderWriter.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XDocument">
|
<Reference Include="System.Xml.XDocument">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XDocument.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XDocument.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XmlDocument">
|
<Reference Include="System.Xml.XmlDocument">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlDocument.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlDocument.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XmlSerializer">
|
<Reference Include="System.Xml.XmlSerializer">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlSerializer.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XmlSerializer.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XPath">
|
<Reference Include="System.Xml.XPath">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="System.Xml.XPath.XDocument">
|
<Reference Include="System.Xml.XPath.XDocument">
|
||||||
<HintPath>E:\Program Files\Unity 2022.3.31f1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
<HintPath>D:\2022.3.21f1c1\Editor\Data\UnityReferenceAssemblies\unity-4.8-api\Facades\System.Xml.XPath.XDocument.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor.UI">
|
<Reference Include="UnityEditor.UI">
|
||||||
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
|
<HintPath>E:\Unity Projects\GitLab\2024\UnityFramework\Library\ScriptAssemblies\UnityEditor.UI.dll</HintPath>
|
||||||
|
|
|
||||||
|
|
@ -5,14 +5,14 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Core", "N
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Linq", "UniTask.Linq.csproj", "{1f2feed5-1908-3087-a60d-67d4f0262741}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask.Linq", "UniTask.Linq.csproj", "{1f2feed5-1908-3087-a60d-67d4f0262741}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{f0d8fedc-2966-2c34-f168-80f3f237eb2a}"
|
||||||
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{55cf3394-1287-0bd1-463f-422c23db3787}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-firstpass", "Assembly-CSharp-firstpass.csproj", "{55cf3394-1287-0bd1-463f-422c23db3787}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask", "UniTask.csproj", "{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UniTask", "UniTask.csproj", "{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Test", "NaughtyAttributes.Test.csproj", "{e55587a8-55c5-9d75-4e05-354dc14a4b66}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Test", "NaughtyAttributes.Test.csproj", "{e55587a8-55c5-9d75-4e05-354dc14a4b66}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{f0d8fedc-2966-2c34-f168-80f3f237eb2a}"
|
|
||||||
EndProject
|
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Editor", "NaughtyAttributes.Editor.csproj", "{c1171338-fc44-8597-abbe-4a10022d6b1a}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "NaughtyAttributes.Editor", "NaughtyAttributes.Editor.csproj", "{c1171338-fc44-8597-abbe-4a10022d6b1a}"
|
||||||
EndProject
|
EndProject
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MotionFramework", "MotionFramework.csproj", "{9f77dfa9-fe9d-3e23-faf3-880ccc3dd218}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MotionFramework", "MotionFramework.csproj", "{9f77dfa9-fe9d-3e23-faf3-880ccc3dd218}"
|
||||||
|
|
@ -36,14 +36,14 @@ Global
|
||||||
{33e4df83-69a2-7ddc-be6c-ca424170fea4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{33e4df83-69a2-7ddc-be6c-ca424170fea4}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{1f2feed5-1908-3087-a60d-67d4f0262741}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{1f2feed5-1908-3087-a60d-67d4f0262741}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{1f2feed5-1908-3087-a60d-67d4f0262741}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{1f2feed5-1908-3087-a60d-67d4f0262741}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{f0d8fedc-2966-2c34-f168-80f3f237eb2a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{f0d8fedc-2966-2c34-f168-80f3f237eb2a}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{55cf3394-1287-0bd1-463f-422c23db3787}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{55cf3394-1287-0bd1-463f-422c23db3787}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{55cf3394-1287-0bd1-463f-422c23db3787}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{55cf3394-1287-0bd1-463f-422c23db3787}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{0161f271-68ba-49b9-86f1-3ac09e7b5d3f}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{e55587a8-55c5-9d75-4e05-354dc14a4b66}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{e55587a8-55c5-9d75-4e05-354dc14a4b66}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{e55587a8-55c5-9d75-4e05-354dc14a4b66}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{e55587a8-55c5-9d75-4e05-354dc14a4b66}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{f0d8fedc-2966-2c34-f168-80f3f237eb2a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
|
||||||
{f0d8fedc-2966-2c34-f168-80f3f237eb2a}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
|
||||||
{c1171338-fc44-8597-abbe-4a10022d6b1a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{c1171338-fc44-8597-abbe-4a10022d6b1a}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
{c1171338-fc44-8597-abbe-4a10022d6b1a}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{c1171338-fc44-8597-abbe-4a10022d6b1a}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{9f77dfa9-fe9d-3e23-faf3-880ccc3dd218}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
{9f77dfa9-fe9d-3e23-faf3-880ccc3dd218}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
|
|
||||||
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Reference in New Issue