forked from zxl/LaboratoryProtection
完成第一模块的内容
parent
29a557108d
commit
2e8ac8aacd
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@ -1225,6 +1225,22 @@ MonoBehaviour:
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@ -3230,6 +3246,7 @@ MonoBehaviour:
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m_Objects:
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- {fileID: -3034490624713385214}
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File diff suppressed because it is too large
Load Diff
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@ -48,6 +48,8 @@ namespace UnityTest.ZXL
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public static void HighlightOpen(this GameObject self)
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{
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var highlightEffect = self.GetOrAddComponent<HighlightEffect>();
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var load = Resources.Load<HighlightProfile>("Highlight Plus Profile");
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highlightEffect.ProfileLoad(load);
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highlightEffect.highlighted = true;
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self.GetComponent<ObjectComponent>().isCanClick = true;
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}
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@ -70,7 +70,7 @@ namespace UnityTest.ZXL
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电脑开始启动,
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// 1-3
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弹出气瓶燃烧提示并等待关闭,
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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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@ -78,6 +78,7 @@ namespace UnityTest.ZXL
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等待点击进入实验室按钮,
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打开电源关闭提示等待关闭,
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打开检查结果提示等待关闭,
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点击进入实验室按钮,
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// 3-1
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警示牌高亮并等待点击,
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@ -92,14 +92,19 @@ namespace UnityTest.ZXL
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WaitOperateFinish1_3_1().Coroutine();
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break;
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case ConstDataType.拧紧阀门时弹出选择题并等待关闭:
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WaitOperateFinish1_3_2().Coroutine();
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break;
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case ConstDataType.等待点击进入实验室按钮:
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WaitOperateFinish1_4_1().Coroutine();
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break;
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case ConstDataType.点击进入实验室按钮:
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currentTask.SetResult(true);
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break;
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case ConstDataType.打开电源关闭提示等待关闭:
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WaitOperateFinish1_4_2().Coroutine();
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break;
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case ConstDataType.打开检查结果提示等待关闭:
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break;
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case ConstDataType.警示牌高亮并等待点击:
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WaitOperateFinish1_4_3().Coroutine();
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break;
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default:
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throw new ArgumentOutOfRangeException();
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@ -121,6 +126,7 @@ namespace UnityTest.ZXL
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case HighlightObjectType.乙炔瓶柜门:
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break;
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case HighlightObjectType.湿抹布:
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currentTask.SetResult(true);
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break;
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case HighlightObjectType.警示牌:
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break;
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@ -160,27 +166,52 @@ namespace UnityTest.ZXL
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{
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await WaitOperateFinish_ClickHighlight(HighlightObjectType.湿抹布, false);
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var ui = UIManager.Instance().ShowUI(UIType.StrongTips);
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var strongTipsUI = ui as StrongTipsUI;
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var ui = UIManager.Instance().ShowUI(UIType.BigStrongTips);
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var strongTipsUI = ui as BigStrongTipsUI;
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strongTipsUI.SetContent("提示",
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"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。)",
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() => { currentTask.SetResult(true); }, 1);
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await WaitOperateFinish_Click();
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UIManager.Instance().HideUI(UIType.StrongTips);
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UIManager.Instance().HideUI(UIType.BigStrongTips);
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}
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private async ETTask WaitOperateFinish1_3_2() // 拧紧阀门时弹出选择题并等待关闭
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{
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// TODO: 待添加选择题
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this.SetPlayDirector(CurrentPlayableDirector, PlayTimelineMode.Resume);
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await ETTask.CompletedTask;
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}
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#endregion
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#region 1-4
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private async ETTask WaitOperateFinish4() // 弹出气瓶燃烧提示并等待关闭
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private async ETTask WaitOperateFinish1_4_1() // 等待点击进入实验室按钮
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{
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currentTask = ETTask<bool>.Create();
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currentToken = new ETCancellationToken();
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await WaitOperateFinish_Click();
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}
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currentToken.Add(TokenCancel);
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private async ETTask WaitOperateFinish1_4_2() // 打开电源关闭提示等待关闭
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{
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var showUI = UIManager.Instance().ShowUI(UIType.StrongTips);
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var strongTipsUI = showUI as StrongTipsUI;
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strongTipsUI.SetContent("提示", "“已确认电源关闭", () => { currentTask.SetResult(true); }, 1);
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await WaitOperateFinish_Click();
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await currentTask;
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UIManager.Instance().HideUI(UIType.StrongTips);
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}
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private async ETTask WaitOperateFinish1_4_3() // 打开检查结果提示等待关闭
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{
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var showUI = UIManager.Instance().ShowUI(UIType.StrongTips);
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var strongTipsUI = showUI as StrongTipsUI;
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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);
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await WaitOperateFinish_Click();
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await currentTask;
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UIManager.Instance().HideUI(UIType.StrongTips);
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}
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#endregion
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@ -0,0 +1,59 @@
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using System;
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using TMPro;
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using UnityEngine.UI;
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namespace UnityTest.ZXL
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{
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public class BigStrongTipsUI : UI
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{
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public TextMeshProUGUI titleText;
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public TextMeshProUGUI contentText;
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public Button btnLeft;
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public Button btnRight;
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private Action _action;
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public override void OnInit()
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{
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base.OnInit();
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btnLeft.onClick.AddListener(ClickSure);
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btnRight.onClick.AddListener(ClickCancel);
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}
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private void ClickSure()
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{
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UIManager.Instance().HideUI(uiType);
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_action?.Invoke();
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}
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private void ClickCancel()
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{
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UIManager.Instance().HideUI(uiType);
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}
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public void SetContent(string title, string content)
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{
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titleText.text = title;
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contentText.text = content;
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}
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public void SetContent(string title, string content, Action callback, int btnCount)
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{
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titleText.text = title;
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contentText.text = content;
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_action = callback;
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btnLeft.gameObject.SetActive(true);
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btnRight.gameObject.SetActive(true);
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if (btnCount == 0)
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{
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btnLeft.gameObject.SetActive(false);
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btnRight.gameObject.SetActive(false);
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}
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else if (btnCount == 1)
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{
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btnRight.gameObject.SetActive(false);
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}
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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: 0919381130674380961cbf8c8c45e903
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timeCreated: 1694971943
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@ -61,6 +61,7 @@ namespace UnityTest.ZXL
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public enum UIType
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{
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Chapter, //章节
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BigStrongTips, //强提示
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StrongTips, //强提示
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WeakTips, //弱提示
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Dialogue, //对话
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@ -1,18 +1,6 @@
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