添加题库代码
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine.UI;
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namespace ZC
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{
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[UIType(UIType.AnswerUI)]
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public class AnswerUI : UIBase
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{
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private TMP_Text txt_Title;
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private TMP_Text txt_TrueOption;
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private TMP_Text txt_JXContent;
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private TMP_Text txt_Label0;
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private TMP_Text txt_Label1;
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private TMP_Text txt_Label2;
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private TMP_Text txt_Label3;
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private Toggle tog_Option0;
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private Toggle tog_Option1;
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private Toggle tog_Option2;
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private Toggle tog_Option3;
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private Button btn_Last;
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private Button btn_Close;
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private Button btn_Next;
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private QuestionBankData _bankData;
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private int currentIndex = 0;
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public override void Init()
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{
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base.Init();
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txt_Title = _uiGameObjectBinding.GetValue("txt_Title").GetComponent<TMP_Text>();
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txt_TrueOption = _uiGameObjectBinding.GetValue("txt_TrueOption").GetComponent<TMP_Text>();
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txt_JXContent = _uiGameObjectBinding.GetValue("txt_JXContent").GetComponent<TMP_Text>();
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txt_Label0 = _uiGameObjectBinding.GetValue("txt_Label0").GetComponent<TMP_Text>();
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txt_Label1 = _uiGameObjectBinding.GetValue("txt_Label1").GetComponent<TMP_Text>();
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txt_Label2 = _uiGameObjectBinding.GetValue("txt_Label2").GetComponent<TMP_Text>();
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txt_Label3 = _uiGameObjectBinding.GetValue("txt_Label3").GetComponent<TMP_Text>();
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tog_Option0 = _uiGameObjectBinding.GetValue("tog_Option0").GetComponent<Toggle>();
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tog_Option1 = _uiGameObjectBinding.GetValue("tog_Option1").GetComponent<Toggle>();
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tog_Option2 = _uiGameObjectBinding.GetValue("tog_Option2").GetComponent<Toggle>();
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tog_Option3 = _uiGameObjectBinding.GetValue("tog_Option3").GetComponent<Toggle>();
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btn_Last = _uiGameObjectBinding.GetValue("btn_Last").GetComponent<Button>();
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btn_Close = _uiGameObjectBinding.GetValue("btn_Close").GetComponent<Button>();
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btn_Next = _uiGameObjectBinding.GetValue("btn_Next").GetComponent<Button>();
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btn_Last.onClick.AddListener(ClickLastButton);
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btn_Close.onClick.AddListener(ClickCloseButton);
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btn_Next.onClick.AddListener(ClickNextButton);
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// 读取题库
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_bankData = new QuestionBankData();
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}
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public override void Dispose()
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{
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base.Dispose();
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btn_Last.onClick.RemoveListener(ClickLastButton);
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btn_Close.onClick.RemoveListener(ClickCloseButton);
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btn_Next.onClick.RemoveListener(ClickNextButton);
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}
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private void ClickNextButton()
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{
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currentIndex++;
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SetUIContent(_bankData.AnswerDatas[currentIndex]);
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}
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private void ClickCloseButton()
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{
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throw new System.NotImplementedException();
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}
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private void ClickLastButton()
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{
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currentIndex--;
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SetUIContent(_bankData.AnswerDatas[currentIndex]);
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}
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public void SetQuestionBankData(QuestionBankData bankData)
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{
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this._bankData = bankData;
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}
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private void InitAnswer()
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{
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currentIndex = 0;
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SetUIContent(_bankData.AnswerDatas[currentIndex]);
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}
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private void SetUIContent(AnswerData data)
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{
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currentIndex = data.index;
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txt_Title.text = data.title;
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txt_Label0.text = data.options[0].content;
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txt_Label1.text = data.options[1].content;
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txt_Label2.text = data.options[2].content;
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txt_Label3.text = data.options[3].content;
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txt_TrueOption.text = data.trueOption;
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txt_JXContent.text = data.analyze;
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tog_Option0.isOn = false;
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tog_Option1.isOn = false;
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tog_Option2.isOn = false;
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tog_Option3.isOn = false;
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if (currentIndex >= _bankData.AnswerDatas.Count - 1) // 最后一题
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{
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btn_Next.gameObject.SetActive(false);
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// 提交按钮显示
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}
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else if (currentIndex <= 0) // 第一题
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{
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btn_Last.gameObject.SetActive(false);
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}
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else
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{
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btn_Last.gameObject.SetActive(true);
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btn_Next.gameObject.SetActive(true);
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}
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}
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}
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public class QuestionBankData
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{
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public List<AnswerData> AnswerDatas = new List<AnswerData>();
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}
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public class AnswerData
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{
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public int index;
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public string title;
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public List<OptionData> options = new List<OptionData>();
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public string trueOption;
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public string analyze;
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}
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public class OptionData
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{
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public string content;
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public bool isTrue;
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// public string analyze;
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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: 6671bdd083df41728c3ff3db6378756f
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timeCreated: 1729952500
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@ -4,7 +4,7 @@ using UnityEngine;
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namespace ZC
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{
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[AttributeUsage(AttributeTargets.Class)]
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class UITypeAttribute: Attribute
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class UITypeAttribute : Attribute
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{
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public UIType UIType { get; set; }
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@ -26,10 +26,12 @@ namespace ZC
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public bool isActive => _isActive;
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public GameObject self => _self;
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protected GameObjectBinding _uiGameObjectBinding;
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public void SetGameObject(GameObject gameObject, bool isPause = true, bool isActive = false)
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{
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this._self = gameObject;
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_uiGameObjectBinding = _self.GetComponent<GameObjectBinding>();
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}
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public virtual void Init()
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@ -0,0 +1,43 @@
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using System;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace ZC
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{
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public class GameObjectBinding : MonoBehaviour
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{
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[SerializeField] private List<GameObjectBindingData> Datas = new List<GameObjectBindingData>();
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public GameObject GetValue(string nameStr)
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{
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foreach (var data in Datas)
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{
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if (data.name == nameStr)
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{
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return data.go;
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}
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}
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throw new NullReferenceException($"没有找到绑定这个名字的物体,name:{nameStr}");
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}
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}
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[System.Serializable]
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public class GameObjectBindingData
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{
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[HorizontalGroup("aaa")] [LabelText("k"), LabelWidth(10)]
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public string name;
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[HorizontalGroup("aaa")] [LabelText("v"), LabelWidth(10)] [OnValueChanged(nameof(OnValueChanged))]
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public GameObject go;
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private void OnValueChanged()
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{
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if (go != null)
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name = go.name;
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else
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name = string.Empty;
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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: 786137fdc2d9480690499e6f4964e8b2
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timeCreated: 1729953001
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@ -3,7 +3,8 @@
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public enum UIType
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{
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LoadingUI,
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GameUI
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GameUI,
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AnswerUI,
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}
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public enum UILayer
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@ -16,7 +16,9 @@ namespace Unity.Loader
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ZCGame zcGame;
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private float time;
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DateTime startTime;
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private GlobalData _globalData;
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public GlobalData Data => _globalData;
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private void Awake()
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{
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private void Start()
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{
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this._initializePackage = new InitializePackage(playMode, this.packageName, FinishCallback);
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startTime = System.DateTime.Now;
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_globalData = new GlobalData();
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}
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private void Update()
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{
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time += Time.fixedTime;
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var timeSpan = System.DateTime.Now - startTime;
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Debug.Log($"{timeSpan:c}");
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// Debug.Log($"{_globalData.runTimeStr}");
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}
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private void OnDestroy()
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{
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_globalData.Dispose();
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}
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private void FinishCallback()
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@ -1,20 +1,27 @@
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using System;
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using UnityEngine;
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namespace Unity.Loader
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{
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public class GlobalData
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{
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private DateTime _startTime;
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private DateTime _endTime;
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private TimeSpan _runTime => System.DateTime.Now - _startTime;
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public string runTimeStr => $"{_runTime:c}";
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public string runTimeStr => $"{_runTime:hh\\:mm\\:ss}";
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private int _score;
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public int score => _score;
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public GlobalData()
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{
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_startTime = DateTime.Now;
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_score = 0;
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}
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public void Dispose()
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{
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Debug.Log($"程序运行时长:{runTimeStr}");
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}
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}
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}
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