forked from zxl/LaboratoryProtection
add 添加关门事件处理;测试当前所有流程并修复bug
parent
eda933831c
commit
2a836126cf
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@ -123,7 +123,7 @@ ModelImporter:
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name: "\u706D\u706B\u4E0E\u68C0\u67E5\u9600\u95E8"
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takeName: Take 001
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File diff suppressed because it is too large
Load Diff
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@ -73,6 +73,8 @@ namespace UnityTest.ZXL
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弹出气瓶燃烧提示并等待关闭, // 取消了
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湿抹布高亮等待点击,
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拧紧阀门时弹出选择题并等待关闭,
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关门,
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开门,
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// 1-4
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等待点击进入实验室按钮,
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@ -0,0 +1,33 @@
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using System;
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using Mono.Event;
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using UnityEngine;
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namespace UnityTest.ZXL
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{
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public class Door : MonoBehaviour
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{
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private bool isOpen;
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private void Awake()
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{
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EventManager.Instance.Subscribe(DoorEventArgs.EventId, DoorEvent);
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}
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private void OnDestroy()
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{
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EventManager.Instance.Unsubscribe(DoorEventArgs.EventId, DoorEvent);
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}
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private void DoorEvent(object sender, GameEventArgs e)
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{
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var args = e as DoorEventArgs;
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if (args.isOpen == isOpen)
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return;
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if (args.isOpen)
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transform.localEulerAngles = new Vector3(0, 90, 0);
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else
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transform.localEulerAngles = Vector3.zero;
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ecbff04d1ec54d028ce2c13ab564bb23
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timeCreated: 1695177778
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@ -0,0 +1,15 @@
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namespace Mono.Event
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{
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public class DoorEventArgs : GameEventArgs
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{
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public static readonly int EventId = typeof(DoorEventArgs).GetHashCode();
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public override int Id => EventId;
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public bool isOpen;
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public DoorEventArgs(bool isOpen)
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{
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this.isOpen = isOpen;
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}
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: d741a2e5742b494bb88b606a752a935a
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timeCreated: 1695177734
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@ -114,6 +114,9 @@ namespace UnityTest.ZXL
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case ConstDataType.打开检查结果提示等待关闭:
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WaitOperateFinish1_4_3().Coroutine();
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break;
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case ConstDataType.关门:
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EventManager.Instance.FireNow(this, new DoorEventArgs(false));
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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@ -195,7 +198,10 @@ namespace UnityTest.ZXL
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string choiceQuestionResult;
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if (result)
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{
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choiceQuestionResult = "已关闭事故瓶出气口阀门,火焰熄灭,周围未有新的引燃物。";
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EffectManager.Instance().ShowOrHideEffect(EffectType.光度计持续燃烧特效, false);
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}
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else
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choiceQuestionResult = "无法关闭事故瓶出气口阀门,火焰依然燃烧,周围未有新的引燃物。";
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@ -68,8 +68,11 @@ namespace UnityTest.ZXL
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EventManager.Instance.Subscribe(ClickObjectEventArgs.EventId, ClickObjectEvent);
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EventManager.Instance.Subscribe(PlayableStoppedEventArgs.EventId, PlayableStoppedEvent);
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// var list = go.GetComponentAllChild<PlayableDirector>();
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// playableDirectors = list;
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foreach (var playableDirector in playableDirectors)
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{
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playableDirector.gameObject.SetActive(false);
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}
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this.index = 0;
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}
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@ -1,6 +1,18 @@
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Loading…
Reference in New Issue