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Author SHA1 Message Date
zc 1f2e8889aa 逻辑修改完善 2024-12-04 21:28:15 +08:00
zxl 7b1337fb7c fix:修复答题逻辑 2024-12-03 11:30:31 +08:00
11 changed files with 1525 additions and 423 deletions

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@ -8,6 +8,11 @@ namespace ZC
[SerializeField] private string targetName;
private Action callback;
private void Awake()
{
gameObject.SetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (other.name == targetName)
@ -18,13 +23,14 @@ namespace ZC
public void SetData(Action callback, string target = "Player")
{
gameObject.SetActive(true);
this.targetName = target;
this.callback = callback;
}
public void Dispose()
{
Destroy(this);
gameObject.SetActive(false);
}
}
}

View File

@ -7,6 +7,7 @@ namespace ZC
[Procedure(ProcedureType.体格检查Procedure)]
class Procedure : ProcedureBase
{
TriggerEvent triggerEvent;
public override void OnEnter()
{
base.OnEnter();
@ -24,12 +25,13 @@ namespace ZC
var binding = GameObject.FindObjectOfType<SceneGameObjectBinding>();
var gameObject = binding.GetValue("常规血液与尿液分析点");
var triggerEvent = gameObject.GetOrAddComponent<TriggerEvent>();
triggerEvent = gameObject.GetOrAddComponent<TriggerEvent>();
triggerEvent.SetData(PlayerMoveToPoint);
}
private void PlayerMoveToPoint()
{
triggerEvent.Dispose();
Global.UIManager.HideUI(UIType.BigTipsUI);
Global.ProcedureManager.ChangeProcedure(ProcedureType.尿Procedure);
}

View File

@ -36,9 +36,9 @@ namespace ZC
private void MinTipsUI_Callback()
{
Global.UIManager.CloseLast();
var bigTipsUI = (BigTipsUI)Global.UIManager.ShowOnlyUI(UIType.BigTipsUI);
var bigTipsUI = (BigTipsUI)Global.UIManager.ShowUI(UIType.BigTipsUI);
bigTipsUI.SetData("移动到护士身边进行常规血液检查");
var minTipsUI = (MinTipsUI)Global.UIManager.ShowOnlyUI(UIType.MinTipsUI);
var minTipsUI = (MinTipsUI)Global.UIManager.ShowUI(UIType.MinTipsUI);
minTipsUI.SetData("知识点讲解1", "常规血液与尿液分析知识点讲解——设备认知之后的1",
() => { Global.UIManager.HideUI(UIType.MinTipsUI); });
@ -55,7 +55,7 @@ namespace ZC
triggerEvent.Dispose();
// 播放抽血动画
var minTipsUI = (MinTipsUI)Global.UIManager.ShowOnlyUI(UIType.MinTipsUI);
var minTipsUI = (MinTipsUI)Global.UIManager.ShowUI(UIType.MinTipsUI);
minTipsUI.SetData("知识点讲解2", "常规血液与尿液分析知识点讲解——设备认知之后的2 ----------- 播放抽血动画", () =>
{
Global.UIManager.HideUI(UIType.MinTipsUI);
@ -70,8 +70,9 @@ namespace ZC
var bigTipsUI = (BigTipsUI)Global.UIManager.ShowUI(UIType.BigTipsUI);
bigTipsUI.SetData("根据箭头指引让老人去进行尿液取样");
var gameObject = binding.GetValue("尿液取样点");
triggerEvent = gameObject.GetOrAddComponent<TriggerEvent>();
GameObject go_NiaoYe;
go_NiaoYe = binding.GetValue("尿液取样点");
triggerEvent = go_NiaoYe.GetOrAddComponent<TriggerEvent>();
triggerEvent.SetData(PlayerMoveToPoint1);
}
@ -81,13 +82,13 @@ namespace ZC
async UniTask RunAsync()
{
Global.UIManager.HideUI(UIType.BigTipsUI);
triggerEvent.Dispose();
await UniTask.Delay(3000);
var urineSamplingUI = (UrineSamplingUI)Global.UIManager.ShowUI(UIType.UrineSamplingUI);
urineSamplingUI.SetData(UrineSamplingUI_Callback);
await UniTask.Delay(3000);
}
triggerEvent.Dispose();
RunAsync().Forget();
}

View File

@ -1,11 +1,13 @@
using Cysharp.Threading.Tasks;
using Unity.Loader;
using UnityEngine;
namespace ZC
{
[Procedure(ProcedureType.首页Procedure)]
class Procedure : ProcedureBase
{
TriggerEvent triggerEvent;
public override void OnEnter()
{
base.OnEnter();
@ -30,11 +32,13 @@ namespace ZC
// 开启箭头碰撞事件并注入回调
var gameObject = ResourcesLocalComponent.Instance.LoadGameObjectSync(AssetConst
.Assets_DemoGame_GameRes_Entity__prefab);
gameObject.GetOrAddComponent<TriggerEvent>().SetData(PlayerMoveToPoint);
triggerEvent = gameObject.GetOrAddComponent<TriggerEvent>();
triggerEvent.SetData(PlayerMoveToPoint);
}
private void PlayerMoveToPoint()
{
triggerEvent.Dispose();
Global.UIManager.HideUI(UIType.BigTipsUI);
Global.ProcedureManager.ChangeProcedure(ProcedureType.Procedure);
}

View File

@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -70,9 +71,42 @@ namespace ZC
btn_Last.onClick.AddListener(ClickLastButton);
btn_Submit.onClick.AddListener(ClickSubmitButton);
btn_Next.onClick.AddListener(ClickNextButton);
btn_TryAgain.onClick.AddListener(ClickTryAgainButton);
btn_Finish.onClick.AddListener(ClickFinishButton);
tog_Option0.onValueChanged.AddListener(Option0_onValueChanged);
tog_Option1.onValueChanged.AddListener(Option1_onValueChanged);
tog_Option2.onValueChanged.AddListener(Option2_onValueChanged);
tog_Option3.onValueChanged.AddListener(Option3_onValueChanged);
// 读取题库
_bankData = new QuestionBankData();
_bankData = ResourcesLocalComponent.Instance.LoadAssetSync<QuestionBankData>(AssetConst
.Assets_DemoGame_GameRes_Config_QuestionBank_asset);
ResetAnswer();
}
private void Option0_onValueChanged(bool arg0)
{
if (arg0)
currentChooseStr[currentIndex] = "A";
}
private void Option1_onValueChanged(bool arg0)
{
if (arg0)
currentChooseStr[currentIndex] = "B";
}
private void Option2_onValueChanged(bool arg0)
{
if (arg0)
currentChooseStr[currentIndex] = "C";
}
private void Option3_onValueChanged(bool arg0)
{
if (arg0)
currentChooseStr[currentIndex] = "D";
}
public override void Dispose()
@ -89,15 +123,31 @@ namespace ZC
isSubmit = false;
}
void CheckIsShowJX()
{
if (!txt_TrueOption.gameObject.activeSelf)
{
txt_TrueOption.gameObject.SetActive(true);
txt_JXContent.gameObject.SetActive(true);
}
else
{
if (currentIndex >= _bankData.AnswerDatas.Count - 1)
return;
currentIndex++;
SetUIContent(_bankData.AnswerDatas[currentIndex]);
}
}
private void ClickNextButton()
{
currentIndex++;
SetUIContent(_bankData.AnswerDatas[currentIndex]);
CheckIsShowJX();
}
private void ClickSubmitButton()
{
isSubmit = true;
ShowResult();
}
private void ClickLastButton()
@ -106,16 +156,13 @@ namespace ZC
SetUIContent(_bankData.AnswerDatas[currentIndex]);
}
// 当前选择结果
private string[] currentChooseStr;
public void SetQuestionBankData(QuestionBankData bankData)
{
this._bankData = bankData;
InitAnswer();
}
private void InitAnswer()
{
currentIndex = 0;
SetUIContent(_bankData.AnswerDatas[currentIndex]);
ResetAnswer();
}
private void SetUIContent(AnswerData data)
@ -126,7 +173,7 @@ namespace ZC
txt_Label1.text = data.options[1].content;
txt_Label2.text = data.options[2].content;
txt_Label3.text = data.options[3].content;
txt_TrueOption.text = data.trueOption;
txt_TrueOption.text = $"正确答案:{data.trueOption}";
txt_JXContent.text = data.analyze;
txt_TrueOption.gameObject.SetActive(false);
txt_JXContent.gameObject.SetActive(false);
@ -136,29 +183,70 @@ namespace ZC
tog_Option2.isOn = false;
tog_Option3.isOn = false;
if (currentIndex >= _bankData.AnswerDatas.Count - 1) // 最后一题
{
btn_Next.gameObject.SetActive(false);
// 提交按钮显示
}
else if (currentIndex <= 0) // 第一题
{
btn_Last.gameObject.SetActive(false);
}
else
{
btn_Last.gameObject.SetActive(true);
btn_Next.gameObject.SetActive(true);
}
// if (currentIndex >= _bankData.AnswerDatas.Count - 1) // 最后一题
// {
// btn_Next.gameObject.SetActive(false);
// // 提交按钮显示
// }
// else if (currentIndex <= 0) // 第一题
// {
// btn_Last.gameObject.SetActive(false);
// }
// else
// {
// // btn_Last.gameObject.SetActive(true);
// btn_Next.gameObject.SetActive(true);
// }
}
void ResetAnswer()
{
panel_Answer.gameObject.SetActive(true);
panel_Result.gameObject.SetActive(false);
currentChooseStr = new string[_bankData.AnswerDatas.Count];
currentIndex = 0;
SetUIContent(_bankData.AnswerDatas[currentIndex]);
}
public void SetData(Action callback)
{
this.callback = callback;
}
#region Result
void ShowResult()
{
panel_Answer.gameObject.SetActive(false);
panel_Result.gameObject.SetActive(true);
var answerDatas = _bankData.AnswerDatas;
int trueCount = 0;
int falseCount = 0;
for (var i = 0; i < currentChooseStr.Length; i++)
{
if (answerDatas[i].trueOption == currentChooseStr[i])
trueCount++;
else
falseCount++;
}
txt_TrueCount.text = $"正确数量:{trueCount}";
txt_FalseCount.text = $"错误数量:{falseCount}";
txt_ScoreCount.text = $"最终成绩:{trueCount}分";
}
private void ClickFinishButton()
{
callback?.Invoke();
}
private void ClickTryAgainButton()
{
ResetAnswer();
}
#endregion
}
}

View File

@ -46,6 +46,7 @@ namespace ZC
#endregion
btn_EquipItem.gameObject.SetActive(false);
var camera = self.transform.FindChildDeep<Camera>("Camera");
foreach (Transform tran in camera.transform.GetChild(0))
{

View File

@ -120,7 +120,6 @@ namespace Unity.Loader
private void CreateUI()
{
UIGameObjectFactory.CreateUI<AnalysisReportUI>(UIType.AnalysisReportUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIAnalysisReport_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<AnswerUI>(UIType.AnswerUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIAnswer_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<BasicInformationUI>(UIType.BasicInformationUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBasicInformation_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<BigTipsUI>(UIType.BigTipsUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBigTips_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<BlackUI>(UIType.BlackUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIBlack_prefab,UILayer.Mid);
@ -129,8 +128,9 @@ namespace Unity.Loader
UIGameObjectFactory.CreateUI<MainUI>(UIType.MainUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMain_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<MinTipsUI>(UIType.MinTipsUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIMinTips_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<TaskListUI>(UIType.TaskListUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UITaskList_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<ModelDisplayUI>(UIType.ModelDisplayUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIModelDisplay_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<UrineSamplingUI>(UIType.UrineSamplingUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIUrineSampling_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<ModelDisplayUI>(UIType.ModelDisplayUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIModelDisplay_prefab,UILayer.Mid);
UIGameObjectFactory.CreateUI<AnswerUI>(UIType.AnswerUI,AssetConst.Assets_DemoGame_GameRes_UIPanel_UIAnswer_prefab,UILayer.Mid);
}
}
}