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完成第一模块的内容

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zc 2023-09-18 01:37:18 +08:00
parent 29a557108d
commit 2e8ac8aacd
10 changed files with 3655 additions and 261 deletions

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@ -48,6 +48,8 @@ namespace UnityTest.ZXL
public static void HighlightOpen(this GameObject self) public static void HighlightOpen(this GameObject self)
{ {
var highlightEffect = self.GetOrAddComponent<HighlightEffect>(); var highlightEffect = self.GetOrAddComponent<HighlightEffect>();
var load = Resources.Load<HighlightProfile>("Highlight Plus Profile");
highlightEffect.ProfileLoad(load);
highlightEffect.highlighted = true; highlightEffect.highlighted = true;
self.GetComponent<ObjectComponent>().isCanClick = true; self.GetComponent<ObjectComponent>().isCanClick = true;
} }

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@ -70,7 +70,7 @@ namespace UnityTest.ZXL
, ,
// 1-3 // 1-3
, , // 取消了
湿, 湿,
, ,
@ -78,6 +78,7 @@ namespace UnityTest.ZXL
, ,
, ,
, ,
,
// 3-1 // 3-1
, ,

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@ -92,14 +92,19 @@ namespace UnityTest.ZXL
WaitOperateFinish1_3_1().Coroutine(); WaitOperateFinish1_3_1().Coroutine();
break; break;
case ConstDataType.: case ConstDataType.:
WaitOperateFinish1_3_2().Coroutine();
break; break;
case ConstDataType.: case ConstDataType.:
WaitOperateFinish1_4_1().Coroutine();
break;
case ConstDataType.:
currentTask.SetResult(true);
break; break;
case ConstDataType.: case ConstDataType.:
WaitOperateFinish1_4_2().Coroutine();
break; break;
case ConstDataType.: case ConstDataType.:
break; WaitOperateFinish1_4_3().Coroutine();
case ConstDataType.:
break; break;
default: default:
throw new ArgumentOutOfRangeException(); throw new ArgumentOutOfRangeException();
@ -121,6 +126,7 @@ namespace UnityTest.ZXL
case HighlightObjectType.: case HighlightObjectType.:
break; break;
case HighlightObjectType.湿: case HighlightObjectType.湿:
currentTask.SetResult(true);
break; break;
case HighlightObjectType.: case HighlightObjectType.:
break; break;
@ -160,27 +166,52 @@ namespace UnityTest.ZXL
{ {
await WaitOperateFinish_ClickHighlight(HighlightObjectType.湿, false); await WaitOperateFinish_ClickHighlight(HighlightObjectType.湿, false);
var ui = UIManager.Instance().ShowUI(UIType.StrongTips); var ui = UIManager.Instance().ShowUI(UIType.BigStrongTips);
var strongTipsUI = ui as StrongTipsUI; var strongTipsUI = ui as BigStrongTipsUI;
strongTipsUI.SetContent("提示", strongTipsUI.SetContent("提示",
"气瓶站立燃烧,由于火焰向外喷射,热量并不会直接炙烤气瓶,加上气体气化的吸热现象,气瓶的温度并不会剧烈升高,可按照应急程序,用湿抹布包住手,绕到自喷火口后方,尝试拧紧阀门。(注意:若气瓶倒在地面火焰朝地面喷射,或火焰被物体阻挡烘烤瓶体时,火的热量会导致气瓶内部温度、压力剧烈升高,气瓶瓶体受热强度下降,存在爆炸危险,这时不可盲目接近,所有人应立即迅速撤离现场。)", "气瓶站立燃烧,由于火焰向外喷射,热量并不会直接炙烤气瓶,加上气体气化的吸热现象,气瓶的温度并不会剧烈升高,可按照应急程序,用湿抹布包住手,绕到自喷火口后方,尝试拧紧阀门。(注意:若气瓶倒在地面火焰朝地面喷射,或火焰被物体阻挡烘烤瓶体时,火的热量会导致气瓶内部温度、压力剧烈升高,气瓶瓶体受热强度下降,存在爆炸危险,这时不可盲目接近,所有人应立即迅速撤离现场。)",
() => { currentTask.SetResult(true); }, 1); () => { currentTask.SetResult(true); }, 1);
await WaitOperateFinish_Click(); await WaitOperateFinish_Click();
UIManager.Instance().HideUI(UIType.StrongTips); UIManager.Instance().HideUI(UIType.BigStrongTips);
}
private async ETTask WaitOperateFinish1_3_2() // 拧紧阀门时弹出选择题并等待关闭
{
// TODO: 待添加选择题
this.SetPlayDirector(CurrentPlayableDirector, PlayTimelineMode.Resume);
await ETTask.CompletedTask;
} }
#endregion #endregion
#region 1-4 #region 1-4
private async ETTask WaitOperateFinish4() // 弹出气瓶燃烧提示并等待关闭 private async ETTask WaitOperateFinish1_4_1() // 等待点击进入实验室按钮
{ {
currentTask = ETTask<bool>.Create(); await WaitOperateFinish_Click();
currentToken = new ETCancellationToken(); }
currentToken.Add(TokenCancel); private async ETTask WaitOperateFinish1_4_2() // 打开电源关闭提示等待关闭
{
var showUI = UIManager.Instance().ShowUI(UIType.StrongTips);
var strongTipsUI = showUI as StrongTipsUI;
strongTipsUI.SetContent("提示", "“已确认电源关闭", () => { currentTask.SetResult(true); }, 1);
await WaitOperateFinish_Click();
await currentTask; await currentTask;
UIManager.Instance().HideUI(UIType.StrongTips);
}
private async ETTask WaitOperateFinish1_4_3() // 打开检查结果提示等待关闭
{
var showUI = UIManager.Instance().ShowUI(UIType.StrongTips);
var strongTipsUI = showUI as StrongTipsUI;
strongTipsUI.SetContent("提示", "经检测确认气瓶无漏气,爆炸起火周围未有被引燃物品(注意:若有检查到起火点用干粉灭火器将气瓶火焰引燃的周围物品火焰根部喷射,扑灭火焰)。", () => { currentTask.SetResult(true); }, 1);
await WaitOperateFinish_Click();
await currentTask;
UIManager.Instance().HideUI(UIType.StrongTips);
} }
#endregion #endregion

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@ -0,0 +1,59 @@
using System;
using TMPro;
using UnityEngine.UI;
namespace UnityTest.ZXL
{
public class BigStrongTipsUI : UI
{
public TextMeshProUGUI titleText;
public TextMeshProUGUI contentText;
public Button btnLeft;
public Button btnRight;
private Action _action;
public override void OnInit()
{
base.OnInit();
btnLeft.onClick.AddListener(ClickSure);
btnRight.onClick.AddListener(ClickCancel);
}
private void ClickSure()
{
UIManager.Instance().HideUI(uiType);
_action?.Invoke();
}
private void ClickCancel()
{
UIManager.Instance().HideUI(uiType);
}
public void SetContent(string title, string content)
{
titleText.text = title;
contentText.text = content;
}
public void SetContent(string title, string content, Action callback, int btnCount)
{
titleText.text = title;
contentText.text = content;
_action = callback;
btnLeft.gameObject.SetActive(true);
btnRight.gameObject.SetActive(true);
if (btnCount == 0)
{
btnLeft.gameObject.SetActive(false);
btnRight.gameObject.SetActive(false);
}
else if (btnCount == 1)
{
btnRight.gameObject.SetActive(false);
}
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0919381130674380961cbf8c8c45e903
timeCreated: 1694971943

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@ -61,6 +61,7 @@ namespace UnityTest.ZXL
public enum UIType public enum UIType
{ {
Chapter, //章节 Chapter, //章节
BigStrongTips, //强提示
StrongTips, //强提示 StrongTips, //强提示
WeakTips, //弱提示 WeakTips, //弱提示
Dialogue, //对话 Dialogue, //对话

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@ -1,18 +1,6 @@
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