新增可以随机拆分步骤功能,优化安装细节效果

master
lz 6 years ago
parent a2225b4174
commit cd8a4c09f6

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@ -10,7 +10,13 @@ namespace DisComputer
[Header("Cpu")]
public GameObject mainGo;
public GameObject unloadTipGo;
[Header("拆卸提示操作指引")]
public GameObject unLoadTipGo;
[Header("安装提示操作指引")]
public GameObject loadTipGo;
public Vector3 mainShowPos;
@ -26,6 +32,8 @@ namespace DisComputer
public GameObject lock01Go;
// Start is called before the first frame update
void Start()
{
@ -41,25 +49,27 @@ namespace DisComputer
if (hit.collider)
{
hit.collider.gameObject.SetActive(false);
buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
if(GameConfig.state == GameState.Unload)
{
buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
}else
{
buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear);
}
isHit01 = false;
onclick--;
}
}
}
}
}
public override void SetLoadState()
{
unloadTipGo.SetActive(false);
unLoadTipGo.SetActive(false);
loadTipGo.SetActive(false);
buckleGo.SetActive(true);
mainGo.SetActive(true);
buckleGo.transform.localEulerAngles = closeEuler;
@ -69,7 +79,8 @@ namespace DisComputer
public override void SetUnloadState()
{
unloadTipGo.SetActive(false);
unLoadTipGo.SetActive(false);
loadTipGo.SetActive(false);
buckleGo.SetActive(false);
mainGo.SetActive(false);
buckleGo.transform.localEulerAngles = openEuler;
@ -111,23 +122,13 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
buckleGo.SetActive(true);
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.5f).SetEase(Ease.Linear).OnComplete(() => {
buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetDelay(0.3f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
});
StartCoroutine(LoadFocuse());
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
//扣锁检测层
@ -136,15 +137,14 @@ namespace DisComputer
private bool isHit01 = false;
private int onclick = 1;
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
unloadTipGo.SetActive(true);
unLoadTipGo.SetActive(true);
lock01Go.SetActive(true);
isHit01 = false;
onclick = 1;
while(true)
while (true)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 50, checkLayer.value))
@ -153,7 +153,7 @@ namespace DisComputer
{
isHit01 = true;
//Debug.LogFormat(">>>>>>>>>>>> hit go {0}", hit.collider.gameObject.tag);
}
}
}
if (onclick == 0)
@ -165,7 +165,7 @@ namespace DisComputer
yield return new WaitForSeconds(0.50f);
unloadTipGo.SetActive(false);
unLoadTipGo.SetActive(false);
mainGo.transform.DOLocalMove(mainShowPos, 0.5f).SetDelay(0.5f).SetEase(Ease.Linear).OnComplete(() => {
CommonTool.WaitTimeAfterDo(this, .350f, () =>
@ -176,22 +176,52 @@ namespace DisComputer
});
});
/*buckleGo.transform.DOLocalRotate(openEuler, 0.45f).SetEase(Ease.Linear).OnComplete(() =>
{
unloadTipGo.SetActive(false);
mainGo.transform.DOLocalMove(mainShowPos, 0.5f).SetDelay(0.5f).SetEase(Ease.Linear).OnComplete(() => {
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
loadTipGo.SetActive(true);
lock01Go.SetActive(true);
isHit01 = false;
onclick = 1;
buckleGo.SetActive(true);
mainGo.SetActive(true);
CommonTool.WaitTimeAfterDo(this, .350f, () =>
mainGo.transform.DOLocalMove(mainInitPos, 0.5f).SetEase(Ease.Linear).OnComplete(() => {
});
while (true)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 50, checkLayer.value))
{
if (hit.collider.gameObject.name.Contains("lock01"))
{
OnUnLoadFinishHandle?.Invoke();
mainGo.SetActive(false);
RewindCameraView();
});
});
});*/
isHit01 = true;
}
}
if (onclick == 0)
{
break;
}
yield return new WaitForEndOfFrame();
}
loadTipGo.SetActive(false);
yield return new WaitForSeconds(0.5f);
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
OnLoadFinishHandle?.Invoke();
RewindCameraView();
}
}
}

@ -70,23 +70,19 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
dianYuanGo.SetActive(true);
dianYuanGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
StartCoroutine(LoadFocuse());
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
dianYuanGo.transform.DOLocalMove(showPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
@ -101,6 +97,25 @@ namespace DisComputer
});
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
dianYuanGo.SetActive(true);
dianYuanGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
});
yield return new WaitForSeconds(1.0f);
OnLoadFinishHandle?.Invoke();
RewindCameraView();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
}
}
}

@ -50,8 +50,6 @@ namespace DisComputer
mainGo.transform.localPosition = mainInitPos;
buckleGo.transform.localEulerAngles = closeEuler;
buckleGo.transform.localPosition = buckleInitPos;
}
public override void SetUnloadState()
@ -100,31 +98,45 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
StartCoroutine(LoadFocuse());
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(UnloadFocuse());
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
buckleGo.SetActive(true);
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear).SetDelay(0.5f).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
});
buckleGo.transform.DOLocalMove(buckleInitPos, 0.35f).SetEase(Ease.Linear);
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
yield return new WaitForSeconds(2.0f);
OnLoadFinishHandle?.Invoke();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
RewindCameraView();
}
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
@ -141,8 +153,12 @@ namespace DisComputer
buckleGo.transform.DOLocalMove(buckleShowPos, 0.35f).SetEase(Ease.Linear);
});
}

@ -14,8 +14,11 @@ namespace DisComputer
* */
public class NeiCunTiaoAnimation : SpareAnimationBase
{
[Header("提示操作指引")]
public GameObject tipActGo;
[Header("拆卸提示操作指引")]
public GameObject unLoadTipGo;
[Header("安装提示操作指引")]
public GameObject loadTipGo;
[Header("内存条")]
public GameObject mainGo;
@ -62,7 +65,14 @@ namespace DisComputer
if(hit.collider)
{
hit.collider.gameObject.SetActive(false);
buckle01Go.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
if(GameConfig.state == GameState.Unload)
{
buckle01Go.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
}else
{
buckle01Go.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear);
}
isHit01 = false;
onclick--;
}
@ -78,7 +88,15 @@ namespace DisComputer
if (hit.collider)
{
hit.collider.gameObject.SetActive(false);
buckle02Go.transform.DOLocalRotate(openBuck02Euler, 0.35f).SetEase(Ease.Linear);
if (GameConfig.state == GameState.Unload)
{
buckle02Go.transform.DOLocalRotate(openBuck02Euler, 0.35f).SetEase(Ease.Linear);
}
else
{
buckle02Go.transform.DOLocalRotate(closeBuck02Euler, 0.35f).SetEase(Ease.Linear);
}
onclick--;
isHit02 = false;
}
@ -91,7 +109,8 @@ namespace DisComputer
public override void SetUnloadState()
{
tipActGo.SetActive(false);
unLoadTipGo.SetActive(false);
loadTipGo.SetActive(false);
mainGo.SetActive(false);
buckle01Go.transform.localEulerAngles = openEuler;
buckle02Go.transform.localEulerAngles = openBuck02Euler;
@ -101,7 +120,8 @@ namespace DisComputer
public override void SetLoadState()
{
tipActGo.SetActive(false);
unLoadTipGo.SetActive(false);
loadTipGo.SetActive(false);
mainGo.SetActive(true);
buckle01Go.transform.localEulerAngles = closeEuler;
buckle02Go.transform.localEulerAngles = closeBuck02Euler;
@ -144,27 +164,13 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
buckle01Go.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
buckle02Go.transform.DOLocalRotate(closeBuck02Euler, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
});
});
StartCoroutine(LoadFocuse());
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
@ -174,10 +180,59 @@ namespace DisComputer
private bool isHit01 = false;
private bool isHit02 = false;
private int onclick = 2;
IEnumerator Focuse()
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
loadTipGo.SetActive(true);
lock01Go.SetActive(true);
lock02Go.SetActive(true);
onclick = 2;
isHit01 = false;
isHit02 = false;
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
});
while (true)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 50, checkLayer.value))
{
if (hit.collider.gameObject.name.Contains("lock01"))
{
isHit01 = true;
//Debug.LogFormat(">>>>>>>>>>>> hit go {0}", hit.collider.gameObject.tag);
}
if (hit.collider.gameObject.name.Contains("lock02"))
{
//Debug.LogFormat(">>>>>>>>>>>> hit go {0}", hit.collider.gameObject.tag);
isHit02 = true;
}
}
if (onclick == 0)
{
break;
}
yield return new WaitForEndOfFrame();
}
loadTipGo.SetActive(false);
yield return new WaitForSeconds(0.50f);
OnLoadFinishHandle?.Invoke();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
RewindCameraView();
}
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
tipActGo.SetActive(true);
unLoadTipGo.SetActive(true);
lock01Go.SetActive(true);
lock02Go.SetActive(true);
onclick = 2;
@ -189,13 +244,13 @@ namespace DisComputer
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 50, checkLayer.value))
{
if (hit.collider.gameObject.name.Contains("lock01"))
{
isHit01 = true;
//Debug.LogFormat(">>>>>>>>>>>> hit go {0}", hit.collider.gameObject.tag);
}
if (hit.collider.gameObject.name.Contains("lock02"))
{
@ -203,7 +258,7 @@ namespace DisComputer
isHit02 = true;
}
}
if (onclick == 0)
{
break;
@ -213,7 +268,7 @@ namespace DisComputer
yield return new WaitForSeconds(0.50f);
tipActGo.SetActive(false);
unLoadTipGo.SetActive(false);
mainGo.transform.DOLocalMove(mainShowPos, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
CommonTool.WaitTimeAfterDo(this, .35f, () => {
@ -224,25 +279,8 @@ namespace DisComputer
});
/* buckle01Go.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
tipActGo.SetActive(false);
mainGo.transform.DOLocalMove(mainShowPos, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
CommonTool.WaitTimeAfterDo(this, .35f, () => {
OnUnLoadFinishHandle?.Invoke();
mainGo.SetActive(false);
RewindCameraView();
});
});
});
buckle02Go.transform.DOLocalRotate(openBuck02Euler, 0.35f).SetEase(Ease.Linear).OnComplete(() =>
{
});*/
}

@ -71,25 +71,17 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
showGo.SetActive(true);
showGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
StartCoroutine(LoadFocuse());
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
showGo.transform.DOLocalMove(showPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
@ -104,6 +96,19 @@ namespace DisComputer
});
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
showGo.SetActive(true);
showGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
OnLoadFinishHandle?.Invoke();
}

@ -116,6 +116,24 @@ namespace DisComputer
}
/// <summary>
/// 拆卸聚焦动作集
/// </summary>
/// <returns></returns>
protected virtual IEnumerator UnloadFocuse()
{
yield return new WaitForEndOfFrame();
}
/// <summary>
/// 安装聚焦动作集
/// </summary>
/// <returns></returns>
protected virtual IEnumerator LoadFocuse()
{
yield return new WaitForEndOfFrame();
}
/// <summary>
/// 还原视距

@ -16,9 +16,12 @@ namespace DisComputer
[Header("显卡")]
public GameObject mainGo;
//拆卸提示
[Header("拆卸提示操作指引")]
public GameObject unloadTipGo;
[Header("安装提示操作指引")]
public GameObject loadTipGo;
public Vector3 mainShowPos;
public Vector3 mainInitPos;
@ -48,7 +51,14 @@ namespace DisComputer
if (hit.collider)
{
hit.collider.gameObject.SetActive(false);
buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
if(GameConfig.state == GameState.Unload)
{
buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear);
}else
{
buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear);
}
isHit01 = false;
onclick--;
}
@ -64,6 +74,7 @@ namespace DisComputer
mainGo.SetActive(true);
buckleGo.SetActive(true);
unloadTipGo.SetActive(false);
loadTipGo.SetActive(false);
mainGo.transform.localPosition = mainInitPos;
buckleGo.transform.localEulerAngles = closeEuler;
@ -74,6 +85,7 @@ namespace DisComputer
mainGo.SetActive(false);
buckleGo.SetActive(true);
unloadTipGo.SetActive(false);
loadTipGo.SetActive(false);
mainGo.transform.localPosition = mainShowPos;
buckleGo.transform.localEulerAngles = openEuler;
}
@ -115,22 +127,16 @@ namespace DisComputer
public override void OnLoadAct()
{
base.OnLoadAct();
buckleGo.SetActive(true);
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.5f).SetEase(Ease.Linear).OnComplete(() => {
buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetDelay(0.3f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
StartCoroutine(LoadFocuse());
});
}
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
@ -140,13 +146,14 @@ namespace DisComputer
private RaycastHit hit;
private bool isHit01 = false;
private int onclick = 1;
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
unloadTipGo.SetActive(true);
lock01Go.SetActive(true);
isHit01 = false;
onclick = 1;
while (true)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
@ -157,7 +164,7 @@ namespace DisComputer
{
isHit01 = true;
}
}
@ -177,21 +184,53 @@ namespace DisComputer
RewindCameraView();
});
});
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
lock01Go.SetActive(true);
isHit01 = false;
onclick = 1;
loadTipGo.SetActive(true);
buckleGo.SetActive(true);
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(mainInitPos, 0.5f).SetEase(Ease.Linear).OnComplete(() => {
});
/*buckleGo.transform.DOLocalRotate(openEuler, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
while (true)
{
unloadTipGo.SetActive(false);
mainGo.transform.DOLocalMove(mainShowPos, 0.5f).SetDelay(0.45f).SetEase(Ease.OutQuart).OnComplete(() => {
CommonTool.WaitTimeAfterDo(this, 0.350f, () =>
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit, 50, checkLayer.value))
{
if (hit.collider.gameObject.name.Contains("lock01"))
{
OnUnLoadFinishHandle?.Invoke();
mainGo.SetActive(false);
RewindCameraView();
});
});
});*/
isHit01 = true;
}
}
if (onclick == 0)
{
break;
}
yield return new WaitForEndOfFrame();
}
loadTipGo.SetActive(false);
yield return new WaitForSeconds(0.5f);
RewindCameraView();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
OnLoadFinishHandle?.Invoke();
}

@ -83,41 +83,25 @@ namespace DisComputer
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
public override void OnLoadAct()
{
base.OnLoadAct();
yingPanGo.SetActive(true);
Sequence sequence = DOTween.Sequence();
sequence.Append(yingPanGo.transform.DOLocalMove(pointConfigs[2].point, 0.4f).SetEase(Ease.Linear))
.Append(yingPanGo.transform.DOLocalMove(pointConfigs[1].point, 0.4f).SetEase(Ease.Linear))
.Append(yingPanGo.transform.DOLocalMove(pointConfigs[0].point, 0.4f).SetEase(Ease.Linear)).OnComplete(() =>
{
luosiTran.gameObject.SetActive(true);
luosiTran.DOLocalMove(Vector3.zero, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
});
StartCoroutine(LoadFocuse());
}
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
BoltDriver driver = luosiTran.GetComponent<BoltDriver>();
luosiTran.gameObject.SetActive(true);
yield return StartCoroutine(driver.RotationLouSi()) ;
yield return StartCoroutine(driver.RotationLouSi());
luosiTran.DOLocalMove(showDis, 0.35f).SetEase(Ease.Linear).OnComplete(() => {
Sequence sequence = DOTween.Sequence();
sequence.Append(yingPanGo.transform.DOLocalMove(pointConfigs[0].point, 0.4f).SetEase(Ease.Linear)).SetDelay(0.3f)
@ -136,6 +120,35 @@ namespace DisComputer
});
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
yingPanGo.SetActive(true);
Sequence sequence = DOTween.Sequence();
sequence.Append(yingPanGo.transform.DOLocalMove(pointConfigs[2].point, 0.4f).SetEase(Ease.Linear))
.Append(yingPanGo.transform.DOLocalMove(pointConfigs[1].point, 0.4f).SetEase(Ease.Linear))
.Append(yingPanGo.transform.DOLocalMove(pointConfigs[0].point, 0.4f).SetEase(Ease.Linear)).OnComplete(() =>
{
luosiTran.gameObject.SetActive(true);
luosiTran.DOLocalMove(Vector3.zero, 0.35f).SetEase(Ease.Linear).SetDelay(0.3f).OnComplete(() =>
{
});
});
yield return new WaitForSeconds(1.8f);
BoltDriver driver = luosiTran.GetComponent<BoltDriver>();
luosiTran.gameObject.SetActive(true);
yield return StartCoroutine(driver.RotationLouSi());
OnLoadFinishHandle?.Invoke();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
RewindCameraView();
}
}

@ -89,12 +89,23 @@ namespace DisComputer
public override void OnUnLoadAct()
{
base.OnUnLoadAct();
StartCoroutine(Focuse());
StartCoroutine(UnloadFocuse());
}
public override void OnLoadAct()
{
base.OnLoadAct();
StartCoroutine(LoadFocuse());
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
zhubanGo.SetActive(true);
zhubanGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
@ -102,16 +113,23 @@ namespace DisComputer
luosiTran.gameObject.SetActive(true);
luosiTran.DOLocalMove(Vector3.zero, 0.5f).SetEase(Ease.OutQuart).SetDelay(0.3f).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
});
yield return new WaitForSeconds(1.80f);
BoltDriver driver = luosiTran.GetComponent<BoltDriver>();
yield return StartCoroutine(driver.RotationLouSi());
yield return new WaitForSeconds(0.50f);
OnLoadFinishHandle?.Invoke();
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
RewindCameraView();
}
IEnumerator Focuse()
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
luosiTran.gameObject.SetActive(true);
@ -133,6 +151,9 @@ namespace DisComputer
}
}
}

@ -26,6 +26,73 @@ namespace DisComputer
}
private void Update()
{
if (Input.GetKey(KeyCode.U)&& Input.GetKeyDown(KeyCode.Alpha1))
{
SetUnLoadMode(6);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha2))
{
SetUnLoadMode(5);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha3))
{
SetUnLoadMode(4);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha4))
{
SetUnLoadMode(3);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha5))
{
SetUnLoadMode(2);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha6))
{
SetUnLoadMode(1);
}
if (Input.GetKey(KeyCode.U) && Input.GetKeyDown(KeyCode.Alpha7))
{
SetUnLoadMode(0);
}
if (Input.GetKey(KeyCode.R)&&Input.GetKeyDown(KeyCode.Alpha1))
{
SetLoadMode(0);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha2))
{
SetLoadMode(1);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha3))
{
SetLoadMode(2);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha4))
{
SetLoadMode(3);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha5))
{
SetLoadMode(4);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha6))
{
SetLoadMode(5);
}
if (Input.GetKey(KeyCode.R) && Input.GetKeyDown(KeyCode.Alpha7))
{
SetLoadMode(6);
}
}
/// <summary>
/// 改变状态
/// </summary>
@ -94,7 +161,43 @@ namespace DisComputer
#endregion
/// <summary>
/// 设置拆机模式
/// </summary>
/// <param name="step">0从第一步开始拆机箱</param>
public void SetUnLoadMode(int step)
{
GameConfig.state = GameState.Unload;
MouseControl.Instance.ClearSelectTarget();
RendereSpareControl.Instance.ClearRendererSpare();
//恢复相机视距
MouseControl.Instance.RewindCameraField();
MessageContainer.SendMessage("quit", this, MsgName.ModelControlShowDesktop);
MessageContainer.SendMessage("", this, MsgName.MainViewClearBar);
MessageContainer.SendMessage("", this, MsgName.SparePartsViewRemoveSpare);
PcControl.Instance.SetUnloadState(step);
GameConfig.curProgressIndex = step;
}
/// <summary>
/// 设置装机模式
/// </summary>
/// <param name="step">0从第一步开始装主板</param>
public void SetLoadMode(int step)
{
GameConfig.state = GameState.Load;
MouseControl.Instance.ClearSelectTarget();
RendereSpareControl.Instance.ClearRendererSpare();
//恢复相机视距
MouseControl.Instance.RewindCameraField();
MessageContainer.SendMessage("quit", this, MsgName.ModelControlShowDesktop);
MessageContainer.SendMessage("", this, MsgName.MainViewClearBar);
MessageContainer.SendMessage("", this, MsgName.SparePartsViewRemoveSpare);
PcControl.Instance.SetLoadState(step);
GameConfig.curProgressIndex = step;
}

@ -227,8 +227,13 @@ namespace DisComputer
public void SetDragTool(ToolItem item)
{
if (tempToolGo != null)
{
return;
}
if(canvas == null)
{
@ -268,6 +273,18 @@ namespace DisComputer
/// <summary>
/// 重置
/// </summary>
public void ClearSelectTarget()
{
tempToolGo = null;
tempGridGo = null;
isFocuseState = false;
}
//零件检测层
public LayerMask checkLayer;
private RaycastHit hit;

@ -18,7 +18,9 @@ namespace DisComputer
public List<SpareAnimationInfo> spareAnimationInfos;
private int curSpIndex = 0;
private int curSpIndex = -1;
//当前控制器下标
private SpareType curSpType;
@ -26,44 +28,12 @@ namespace DisComputer
private SpareItemControl curSpControl;
// Start is called before the first frame update
void Start()
{
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.U))
{
SetUnloadState(7);
}
if (Input.GetKeyDown(KeyCode.B))
{
SetLoadState(7);
}
//重置安装模式
if (Input.GetKeyDown(KeyCode.Space))
{
if(GameConfig.state == GameState.Load)
{
GameConfig.state = GameState.Unload;
}
else
{
GameConfig.state = GameState.Load;
}
Debug.LogFormat(">>>>>>>>>> cur SP index {0}", curSpIndex);
curSpIndex--;
ReadyLoadNextStep(0);
}
}
/// <summary>
@ -76,17 +46,22 @@ namespace DisComputer
{
if (i < step)
{
Debug.LogFormat("*** Set UnloadMode 隐藏 {0} ", spareAnimationInfos[i].type);
//Debug.LogFormat("*** Set UnloadMode 隐藏 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetUnloadState();
}else
spareAnimationInfos[i].control.DisableLoadColor();
spareAnimationInfos[i].control.DisableAllOutLine();
}
else
{
Debug.LogFormat("*** Set UnloadMode 显示 {0} ", spareAnimationInfos[i].type);
//Debug.LogFormat("*** Set UnloadMode 显示 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetLoadState();
spareAnimationInfos[i].control.DisableLoadColor();
spareAnimationInfos[i].control.DisableAllOutLine();
}
}
curSpIndex = step;
curSpIndex = step;
SetNextSpareType();
}
@ -97,26 +72,29 @@ namespace DisComputer
/// <param name="step"></param>
public void SetLoadState(int step)
{
step = 7 - step;
for (int i = 0; i < spareAnimationInfos.Count; i++)
for (int i = spareAnimationInfos.Count-1; i >= 0; i--)
{
if(i < step)
//Debug.LogFormat("i {0} step {1}",i,step);
if(i <= step)
{
Debug.LogFormat("*** Set loadMode 显示 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetLoadState();
//Debug.LogFormat("*** Set loadMode 隐藏 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetUnloadState();
spareAnimationInfos[i].control.DisableLoadColor();
spareAnimationInfos[i].control.DisableAllOutLine();
}
else
{
Debug.LogFormat("*** Set loadMode 隐藏 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetUnloadState();
//Debug.LogFormat("*** Set loadMode 显示 {0} ", spareAnimationInfos[i].type);
spareAnimationInfos[i].control.spareAnimation.SetLoadState();
spareAnimationInfos[i].control.DisableLoadColor();
spareAnimationInfos[i].control.DisableAllOutLine();
}
}
curSpIndex = 8 - step;
curSpIndex = step;
SetNextSpareType();
}
@ -145,23 +123,19 @@ namespace DisComputer
curSpControl.ShowOutline();
}
//当前数据是否已经准备
bool isReadyed = false;
/// <summary>
/// 准备拆卸下一个步骤数据
/// </summary>
public void ReadyUnloadNextStep(float delay)
{
if (!isReadyed)
{
isReadyed = true;
//隐藏零件展示
RendereSpareControl.Instance.HideSpareRenderer();
curSpIndex++;
}
//Debug.LogFormat(" *** cur index {0}",curSpIndex);
if (curSpIndex > 8)//拆装成功
//隐藏零件展示
RendereSpareControl.Instance.HideSpareRenderer();
curSpIndex++;
Debug.LogFormat(" --- unload mode cur index {0}", curSpIndex);
if (curSpIndex > 7)//拆装成功
{
Debug.LogFormat("拆卸成功!!!");
StartCoroutine(FinishUnLoadMode());
@ -174,7 +148,7 @@ namespace DisComputer
SetNextSpareType();
});
}
}
/// <summary>
@ -182,16 +156,10 @@ namespace DisComputer
/// </summary>
public void ReadyLoadNextStep(float delay)
{
if (!isReadyed)
{
isReadyed = true;
curSpIndex--;
//Debug.LogFormat(" ----- cur index {0}", curSpIndex);
}
//Debug.LogFormat(" *** cur index {0}", curSpIndex);
if (curSpIndex <= 0) {//全部安装成功
curSpIndex = 1;
curSpIndex--;
Debug.LogFormat(" *** cur index {0}", curSpIndex);
if (curSpIndex <= -1) {//全部安装成功
curSpIndex = -1;
StartCoroutine(FinishLoadMode());
}
else
@ -267,11 +235,8 @@ namespace DisComputer
/// </summary>
void UnloadFinish()
{
// Debug.LogFormat("当前{0}拆除成功",curSpType.ToString());
isReadyed = false;
MessageContainer.SendMessage("quit", this, MsgName.TipViewShowOperation);
HideTipSpare();
HideTipSpare();
//显示零件展示
RendereSpareControl.Instance.ShowSpareRenderer(curSpType);
}
@ -281,13 +246,12 @@ namespace DisComputer
/// </summary>
void LoadFinish()
{
isReadyed = false;
//Debug.LogFormat("当前{0}安装成功", curSpType.ToString());
HideTipSpare();
string spareName = CommonTool.GetSpareName(curSpType);
string tip = string.Format("恭喜你完成了<color=red>{0}</color>的安装", spareName);
MessageContainer.SendMessage(tip, this, MsgName.TipViewShowPoint);
MessageContainer.SendMessage("temp", this, MsgName.MainViewGrowthBar,0.5f);
//准备安装下一个
ReadyLoadNextStep(1.5f);
@ -299,6 +263,7 @@ namespace DisComputer
void SetNextSpareType()
{
SpareType[] types = Enum.GetValues(typeof(SpareType))as SpareType[];
//Debug.LogFormat(">>>>>>>>>> curSpIndex {0}", curSpIndex);
curSpType = types[curSpIndex];
ShowOperationTip();
SetSpareControl(curSpType);
@ -331,21 +296,21 @@ namespace DisComputer
/// <param name="type"></param>
void SetSpareControl(SpareType type)
{
for(int i = 0; i < spareAnimationInfos.Count; i++)
{
if(spareAnimationInfos[i].type == type)
if (spareAnimationInfos[i].type == type)
{
curSpControl = spareAnimationInfos[i].control;
}
}
curSpControl.ActiveRegistType(type);
if (curSpControl)
{
curSpControl.ActiveRegistType(type);
}
}

@ -34,6 +34,12 @@ namespace DisComputer
circlePlatGo.SetActive(false);
}
public void ClearRendererSpare()
{
curSpareRen = null;
}
/// <summary>

@ -28,10 +28,19 @@ namespace DisComputer
return data;
}
} }
}
}
/// <summary>
/// 当前关卡
/// </summary>
public static int curProgressIndex = -1;
}
/// <summary>
/// 游戏状态模式
/// </summary>
@ -49,13 +58,6 @@ namespace DisComputer
}
/// <summary>
/// 带回调消息类型
/// </summary>
public class MessageCallhandle
{
public Action handle;
public object data;
}
}

@ -42,9 +42,11 @@ namespace DisComputer
{
GameConfig.state = GameState.Load;
MainControl.Instance.SetGameState(MainState.Idle);
GameConfig.curProgressIndex = -1;
//恢复相机视距
MouseControl.Instance.RewindCameraField();
MouseControl.Instance.ClearSelectTarget();
RendereSpareControl.Instance.ClearRendererSpare();
MessageContainer.SendMessage("quit", this, MsgName.ModelControlShowDesktop);
MessageContainer.SendMessage("",this,MsgName.MainViewClearBar);
@ -55,6 +57,9 @@ namespace DisComputer
MainControl.Instance.SetGameState(MainState.Idle);
//恢复相机视距
MouseControl.Instance.RewindCameraField();
MouseControl.Instance.ClearSelectTarget();
RendereSpareControl.Instance.ClearRendererSpare();
GameConfig.curProgressIndex = -1;
MessageContainer.SendMessage("quit", this, MsgName.ModelControlShowDesktop);
MessageContainer.SendMessage("", this, MsgName.MainViewClearBar);
MessageContainer.SendMessage("",this,MsgName.SparePartsViewRemoveSpare);

@ -214,12 +214,20 @@ namespace DisComputer
if(GameConfig.state == GameState.Unload)
{
PcControl.Instance.ReadyUnloadNextStep(0);
if(GameConfig.curProgressIndex == -1)
{
PcControl.Instance.ReadyUnloadNextStep(0);
}
TTUIPage.ShowPage<ToolBoxView>();
}
else
{
PcControl.Instance.ReadyLoadNextStep(0);
if (GameConfig.curProgressIndex == -1)
{
PcControl.Instance.ReadyLoadNextStep(0);
}
TTUIPage.ShowPage<SparePartsView>();
}
@ -227,7 +235,7 @@ namespace DisComputer
progressStater.OnShow(GameConfig.GetItemInfos);
progressStater.OnShow();
}
/// <summary>

@ -26,12 +26,15 @@ namespace DisComputer
/// </summary>
public Text progress_txt;
//当前进度
private int curIndex = 0;
public override void OnShow(object data)
public override void OnShow(object data =null)
{
base.OnShow(data);
InitItemsPos(data);
InitItemsPos();
}
private void Start()
@ -51,7 +54,7 @@ namespace DisComputer
/// <summary>
/// 初始化标签位置及信息
/// </summary>
void InitItemsPos(object data)
void InitItemsPos()
{
if (GameConfig.state == GameState.Load)
@ -59,13 +62,15 @@ namespace DisComputer
else
progress_txt.text = "拆卸进度";
SpareType[] spareTypes = (SpareType[])data;
SpareType[] spareTypes = GameConfig.GetItemInfos;
for (int i = 0;i< divisionNum; i++)
{
items[i].localPosition = new Vector3(-317+(106*i),-34.42f,0);
GameObject tempTxtGo = items[i].Find("Text").gameObject;
tempTxtGo.GetComponent<Text>().text = CommonTool.GetSpareName(spareTypes[i]);
}
StartCoroutine(GrouwthBar(GameConfig.curProgressIndex,true));
}
@ -74,10 +79,27 @@ namespace DisComputer
/// 进度条增长
/// </summary>
/// <returns></returns>
IEnumerator GrouwthBar()
IEnumerator GrouwthBar(int step,bool isJudge)
{
if (step <= 0)
yield break;
if (isJudge)
{
if(curIndex != 0 && curIndex == step)
{
yield break;
}
curIndex = step;
}
float curValue = 0;
float unitVal = 1 / divisionNum;
float unitVal = step / divisionNum;
float curFill = topProgress_img.fillAmount;
while (true)
{
@ -99,7 +121,7 @@ namespace DisComputer
/// </summary>
public void GrouwthProgress()
{
StartCoroutine(GrouwthBar());
StartCoroutine(GrouwthBar(1,false));
}
@ -109,7 +131,7 @@ namespace DisComputer
public void ClearProgress()
{
topProgress_img.fillAmount = 0;
curIndex = 0;
}

@ -56,20 +56,63 @@ namespace DisComputer
public override void OnShow(object data = null)
{
base.OnShow(data);
if (data != null)
{
bool isDoubleHide = (bool)data;
if (!isDoubleHide)
return;
}
if(isShow)
ResetSpareGrids();
if (isShow)
{
OnHide();
return;
}
}
private bool isInit = false;
/// <summary>
/// 初始化格子信息
/// </summary>
private void ResetSpareGrids()
{
if (isInit)
return;
ResetAllGrid();
isInit = true;
SpareType[] spares = GameConfig.GetItemInfos;
if(GameConfig.state == GameState.Load)
{
for (int i = 0; i < gridNum; i++)
{
if (i >= GameConfig.curProgressIndex)
{
if (gridInfos[i].type == SpareType.Null)
{
gridInfos[i].type = spares[i];
gridInfos[i].grid.SetGridInfo(spares[i]);
}
}
}
}
else
{
for (int i = 0; i < gridNum; i++)
{
if (i <= GameConfig.curProgressIndex - 1)
{
if (gridInfos[i].type == SpareType.Null)
{
gridInfos[i].type = spares[i];
gridInfos[i].grid.SetGridInfo(spares[i]);
}
}
}
}
}
/// <summary>
/// 添加进格子
@ -103,6 +146,7 @@ namespace DisComputer
gridInfos[i].type = SpareType.Null;
gridInfos[i].grid.CleraGird();
}
isInit = false;
}
/// <summary>
@ -142,8 +186,7 @@ namespace DisComputer
}
public enum SpareType {
Null,
public enum SpareType {
JiXiang,
NeiCun,
YingPan,
@ -151,7 +194,8 @@ namespace DisComputer
Cpu,
DianYuan,
GuangQu,
ZhuBan
ZhuBan,
Null
}
}

@ -65,7 +65,7 @@ namespace DisComputer
/// <param name="message"></param>
void OnRecShowSpareView(IMessage message)
{
//var data = message.Data;
spareGrids.OnShow();
}

@ -53,6 +53,7 @@ namespace DisComputer
public void ResetTool()
{
shakeTw.Kill();
chectSpareTag = "";
selectFrame_img.DOColor(normal_color,0.3f).SetEase(Ease.InSine);
}

@ -322,7 +322,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &113881041125209645
RectTransform:
m_ObjectHideFlags: 0
@ -358,24 +358,24 @@ MonoBehaviour:
m_EditorClassIdentifier:
spare_img: {fileID: 1326771172}
spareName_txt: {fileID: 3863467205663004903}
type: 0
type: 8
spareTexs:
- texture: {fileID: 2800000, guid: 8140eb7994d939b4185a863879733060, type: 3}
type: 5
type: 4
- texture: {fileID: 2800000, guid: d84564d7dda1ef745b9d9cf2e7c5797d, type: 3}
type: 6
type: 5
- texture: {fileID: 2800000, guid: a8f1185b84ce7584ea334970155de191, type: 3}
type: 7
type: 6
- texture: {fileID: 2800000, guid: a58b62e99702c8b44ad3e7a80c539fd0, type: 3}
type: 1
type: 0
- texture: {fileID: 2800000, guid: 90e6f64b2fe873744bf02a2ff21238af, type: 3}
type: 2
type: 1
- texture: {fileID: 2800000, guid: ca6be029efd22594aac279e42fc32df2, type: 3}
type: 4
- texture: {fileID: 2800000, guid: 47362d3eefba844489ffeb777afe3dfd, type: 3}
type: 3
- texture: {fileID: 2800000, guid: 47362d3eefba844489ffeb777afe3dfd, type: 3}
type: 2
- texture: {fileID: 2800000, guid: 097ac4315b60cdb42b71866f9b46c6b8, type: 3}
type: 8
type: 7
initPos: {x: 0, y: 0, z: 0}
chectSpareTag:
--- !u!1 &7108115170937403491

@ -1 +1 @@
Build from DESKTOP-Q4UN19A at 2020/6/12 17:41:03
Build from DESKTOP-Q4UN19A at 2020/6/16 14:35:20

@ -106,7 +106,7 @@
<div id="loadingBlock">
<img class="logo" src="TemplateData/img/Logo.png"></img>
<span class="subtitle"> <br>
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。高校和企业人员可以在此开展计算机实践性教学活动,将传统的知识传授和时兴的工程实战一体化。.
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。
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<img class="logo" src="TemplateData/img/Logo.png"></img>
<span class="subtitle"><br>
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。高校和企业人员可以在此开展计算机实践性教学活动,将传统的知识传授和时兴的工程实战一体化。
一个互联网技术教育实训网站,提供工程实训,以实现工程化专业教学的自动化和智能化。
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