master
2021744738 1 year ago
parent 0d86a3bb6d
commit 0aa027d5ab

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@ -9,9 +9,9 @@ public class Canvas : MonoBehaviour
{
int questionAnswer=-1;
public GameObject mask;
public GameObject tip;
public Text bigTip;
public GameObject toolBag;
public GameObject errorTip;
public ErrorTip errorTip;
public GameObject step1_1;
public GameObject step1_2;
public GameObject step2_1;
@ -20,32 +20,24 @@ public class Canvas : MonoBehaviour
public GameObject person2;
public GameObject GameEndTip;
public GameObject tip2;
private void Awake()
{
}
private void OnEnable()
{
}
private void Start()
{
EventManager.Instance.register("StartTip", StartTip);
EventManager.Instance.register("Step1_1", Step1_1);
EventManager.Instance.register("Question", Step1_1);
EventManager.Instance.register("PanDuanSafe", SafeUIChange);
EventManager.Instance.register("SafeOperate", SafeOperate);
}
void StartTip(params object[] args) {
tip.SetActive(true);
DialogueController.Instance.StartDialogue(0,null,bigTip);
}
#region 第一步操作
void Step1_1(params object[] args) {
tip.SetActive(false);
bigTip.transform.parent.gameObject.SetActive(false);
toolBag.SetActive(true);
step1_1.SetActive(true);
GameEndTip.SetActive(true);
GameEndTip.GetComponentInChildren<DialoguePlay>().PlayText("请点击左侧工具箱进行答题");
}
public void Question(int value)
{
@ -58,57 +50,51 @@ public class Canvas : MonoBehaviour
}
else
{
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("当前操作有误,请重试");
errorTip.InitThis("当前操作有误,请重试");
}
}
void wait() {
toolBag.SetActive(false);
person1.SetActive(false);
step1_2.SetActive(true);
}
#endregion
public void FinishOperate() {
if (GameObject.FindGameObjectsWithTag("ZAW").Length == 0)
{
GameObject obj = Instantiate(Resources.Load<GameObject>("operate"),GameObject.FindWithTag("Grid").transform);
obj.GetComponent<Operate>().str = "2-清理周边环境";
step1_2.SetActive(false);
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("恭喜通关",60);
errorTip.InitThis("恭喜通关",60);
Level1Manager.Instance.allOperates[2].Finished();
GameEndTip.SetActive(true);
GameEndTip.GetComponentInChildren<Text>().text = "已经成功保留充足急救空间,请前往下一关卡";
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
else {
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("当前环境还处于危险状态,请继续重试");
errorTip.InitThis("当前环境还处于危险状态,请继续重试");
}
}
void SafeUIChange(params object[] data) {
if ((bool)data[0])
{
GameObject obj = Instantiate(Resources.Load<GameObject>("operate"), GameObject.FindWithTag("Grid").transform);
obj.GetComponent<Operate>().str = "1-确认现场环境安全";
if ((bool)data[1])
{
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("恭喜通关",60);
errorTip.InitThis("恭喜通关",60);
tip2.SetActive(false);
step1_2.SetActive(false);
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
else {
step1_2.GetComponent<Step1_2>().SafeFinish();
Level1Manager.Instance.allOperates[1].Finished();
Level1Manager.Instance.AddOperate(Level1Const.operate3Info);
}
}
else {
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("当前环境判断错误,请重新判断");
errorTip.InitThis("当前环境判断错误,请重新判断");
}
}
@ -116,8 +102,7 @@ public class Canvas : MonoBehaviour
if ((int)data[0] == 0) {
mask.SetActive(true);
mask.GetComponent<Image>().DOColor(new Color(0, 0, 0, 1), 1);
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("正在转移");
errorTip.InitThis("正在转移");
Invoke("CloseMask", 3);
step1_2.SetActive(false);
} else if ((int)data[0] == 1) {

@ -6,20 +6,19 @@ using UnityEngine.UI;
public class ErrorTip : MonoBehaviour
{
Text text;
Image img;
float time;//持续时长
private void Awake()
{
text = GetComponentInChildren<Text>();
img = GetComponentInChildren<Image>();
}
public void InitThis(string content,float t=2f) {
text.text = content;
public void InitThis(string content,float t=2.5f) {
GetComponent<CanvasGroup>().alpha = 1;
GetComponentInChildren<DialoguePlay>().PlayText(content,0.02f);
time = t;
Invoke("CloseTip", time);
}
void CloseTip() {
transform.parent.gameObject.SetActive(false);
public void CloseTip() {
GetComponent<CanvasGroup>().alpha = 0;
}
}

@ -0,0 +1,10 @@
using UnityEngine;
public static class Level1Const
{
public static string operate1Info = "1-选择施救方式";
public static string operate2Info = "2-请确认周围环境是否安全";
public static string operate3Info = "3-请选择进行的操作";
public static Color operateFrontColor = new Color32(255, 255, 255, 255);//操作未完成文本颜色
public static Color operateAfterColor = Color.gray;//操作完成文本颜色
}

@ -0,0 +1,11 @@
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@ -0,0 +1,142 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using UnityEngine.UI;
using System;
public class Level1Manager : MonoSingleton<Level1Manager>
{
RaycastHit rh;
[Header("人物")]
public PlayerController player;
public GameObject clickPerson;
public GameObject person;//施救者
[Header("需要移除的物体")]
public GameObject[] needRemoveObjs;
[Header("需要转移的物体")]
public GameObject[] needTransferObjs;
[Header("游戏状态变量")]
[NonSerialized]
public bool mouseMove = false;
[NonSerialized]
public bool remove = false;
bool safe = false;
[NonSerialized]
public int safeOperate;//玩家选择的对应操作0对应转移1对应清理
[Header("UI")]
public ErrorTip errorTip;
public GameObject clickTip;
public GameObject GameEndTip;
[Header("操作历史")]
public Transform operateLog;
[NonSerialized]
public List<Operate> allOperates = new List<Operate>();
protected override void Awake()
{
base.Awake();
DontDestroyOnLoad(gameObject);
//safe = Random.Range(0,1f) > 0.5 ? true : false;
}
private void Start()
{
Init();
}
private void Update()
{
if (remove) {
Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out rh)) {
if (rh.collider.tag == "ZAW" && Input.GetMouseButtonDown(0)) {
if (rh.collider.GetComponent<Animator>())
{
rh.collider.GetComponent<Animator>().SetTrigger("Sankai");
}
else {
rh.collider.gameObject.SetActive(false);
clickTip.SetActive(false);
}
rh.collider.tag = "Untagged";
}
}
}
}
void Init() {
InitScene(safe);
player.WalkAndSquat();
EventManager.Instance.emit("StartTip");
}
public void InitScene(bool safe) {
clickPerson.GetComponent<GreenMan>().SetPosBySafe(safe);
if (!safe)
{
foreach (GameObject obj in needRemoveObjs)
{
obj.SetActive(true);
}
clickPerson.tag = "ZAW";
}
}
#region 安全判断
public void PanDuanSafe(bool safe) {
mouseMove = false;
EventManager.Instance.emit("PanDuanSafe", this.safe == safe,this.safe);
}
public void SetSafeOperate(int index)
{
safeOperate = index;
if (index == 0)
{
EventManager.Instance.emit("SafeOperate", 0);
Invoke("TransferObjs", 1);
}
else if (index == 1)
{
clickPerson.tag = "ZAW";
remove = true;
EventManager.Instance.emit("SafeOperate", 1);
}
}
#endregion
#region 转移操作
void TransferObjs() {
person.SetActive(true);
clickPerson.GetComponent<GreenMan>().SetPosBySafe(true);
FindObjectOfType<CinemachineFreeLook>().LookAt = needTransferObjs[0].transform;
FindObjectOfType<CinemachineFreeLook>().Follow = needTransferObjs[0].transform;
FindObjectOfType<CinemachineFreeLook>().m_YAxis.Value = 0.75f;
FindObjectOfType<CinemachineFreeLook>().m_XAxis.Value = 56.27f;
foreach (GameObject obj in needTransferObjs)
{
obj.transform.position += new Vector3(2, 0, -35);
}
Invoke("ZhuanyiEnd",2);
}
void ZhuanyiEnd()
{
allOperates[2].Finished();
errorTip.InitThis("恭喜通关", 60);
GameEndTip.SetActive(true);
GameEndTip.GetComponentInChildren<Text>().text = "已成功转移到安全位置";
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
#endregion
public void AddOperate(string text)
{
Operate op = Instantiate(Resources.Load<GameObject>("operate"), operateLog).GetComponent<Operate>();
allOperates.Add(op);
op.str = text;
op.color = Level2Const.operateFrontColor;
}
}

@ -0,0 +1,11 @@
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@ -6,8 +6,10 @@ public class Operate : MonoBehaviour
{
Text text;
public string str="";
public Color color;
void Start()
{
color = Level1Const.operateFrontColor;
text = GetComponent<Text>();
transform.SetParent(GameObject.FindWithTag("Grid").transform);
}
@ -15,6 +17,7 @@ public class Operate : MonoBehaviour
private void Update()
{
text.text = str;
text.color = color;
transform.localScale = Vector3.one;
}
}

@ -14,12 +14,7 @@ public class PlayerController : MonoBehaviour
{
animator = GetComponentInChildren<Animator>();
}
void Start()
{
Invoke("WalkAndSquat", 1);
}
void WalkAndSquat() {
public void WalkAndSquat() {
EventManager.Instance.emit("StartTip");
queue.Enqueue(MovePosByWalk(transform, endWalk.position, 2));
queue.Enqueue(MovePosByRun(transform, endRun.position, 2));
@ -34,7 +29,6 @@ public class PlayerController : MonoBehaviour
Vector3 moveDir = (targetPos - ts.position).normalized;
ts.position += moveDir * Time.fixedDeltaTime * speed;
Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position);
Debug.Log(targetRotation);
ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f);
if (Vector3.Distance(ts.position, targetPos) <= 0.1) {
ts.position = targetPos;
@ -69,12 +63,13 @@ public class PlayerController : MonoBehaviour
transform.position = new Vector3(-46.55f, 1.560401f, 126.989f);
transform.localEulerAngles = new Vector3(0,270,0);
animator.SetTrigger("Squat");
Invoke("E_OpenStep1_2", 1);
Invoke("E_OpenQuestion", 1);
yield return null;
}
void E_OpenStep1_2(){
EventManager.Instance.emit("Step1_1");
void E_OpenQuestion(){
EventManager.Instance.emit("Question");
Level1Manager.Instance.AddOperate(Level1Const.operate1Info);
}
bool Finish() {
return finishFlag;

@ -5,8 +5,16 @@ using UnityEngine.UI;
using UnityEngine.EventSystems;
public class SelectGroup : MonoBehaviour,IPointerClickHandler
{
public Transform target;
public void OnPointerClick(PointerEventData eventData)
{
GetComponent<Toggle>().isOn = true;
}
void Update()
{
if (target != null)
{
this.GetComponent<RectTransform>().position = Camera.main.WorldToScreenPoint(target.position);
}
}
}

@ -10,10 +10,14 @@ public class Step1_2 : MonoBehaviour
public GameObject safeBt;
public Button finishBt;
public GameObject selectBt;
public float speed = 1;
public GameObject huadongTip;
private void OnEnable()
{
tip.DOText("在对人员进行抢救时,确认周围的环境是否安全是很重要的,请旋转视角对周围环境进行确认,并在上方进行选择", 3);
Level1Manager.Instance.allOperates[0].Finished();
Level1Manager.Instance.AddOperate(Level1Const.operate2Info);
Level1Manager.Instance.mouseMove = true;
tip.DOText("在对人员进行抢救时,确认周围的环境是否安全是很重要的,请用鼠标拖动视角查看周围环境并在上方做出判断", 3);
safeBt.GetComponent<RectTransform>().DOLocalMove(Vector3.zero, 2);
}
public void SafeFinish() {
@ -23,6 +27,16 @@ public class Step1_2 : MonoBehaviour
tip.DOText("周围环境存在风险,请选择解决方式",2);
}
private void Update()
{
if (Input.GetMouseButton(0) && Level1Manager.Instance.mouseMove) {
if (Input.GetAxis("Mouse X")!=0) {
huadongTip.SetActive(false);
}
FindObjectOfType<CinemachineFreeLook>().m_XAxis.Value += Input.GetAxis("Mouse X") * speed;
}
}
public void Remove() {
tip.text = "";
tip.DOText("请用鼠标进行点击,保持周边环境空旷(提示周边物品和靠的太近的人)", 2);

@ -2,38 +2,37 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;
public class AniEnd : MonoBehaviour
{
public Text yishi;
public GameObject tip;
Animator animator;
public GameObject errorTip;
public ErrorTip errorTip;
private void Awake()
{
animator = GetComponent<Animator>();
}
public void E_HuhuanEnd()
private void Start()
{
EventManager.Instance.emit("NextAc");
yishi.text = "»èÃÔ";
animator.SetBool("HuXi",Level2Manager.Instance.isHasHX);
animator.SetBool("GuanChaHuXi", Level2Manager.Instance.isHasHX);
}
public void E_GuanchaEnd(){
//yifu.SetActive(false);
EventManager.Instance.emit("ActionTwoEnd");
public void E_HuhuanEnd()
{
EventManager.Instance.emit("HuHuanEnd");
}
public void E_TuoyiEnd() {
EventManager.Instance.emit("guancha");
animator.SetTrigger("Guancha");
}
public void E_GameEnd()
{
tip.SetActive(true);
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("¹§Ï²Í¨¹Ø", 60);
errorTip.InitThis("¹§Ï²Í¨¹Ø", 60);
DialogueController.Instance.StartDialogue(4);
Level2Manager.Instance.allOperate[2].Finished();
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
IEnumerator Timer(Action action,float t) {
yield return new WaitForSeconds(t);
action.Invoke();
}
}

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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GuanChaState : StateMachineBehaviour
{
bool end = false;
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1 && !end) {
end = true;
EventManager.Instance.emit("AnswerQuestion");
}
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HuHuanState : StateMachineBehaviour
{
bool end = false;
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1 && !end)
{
end = true;
EventManager.Instance.emit("HuHuanEnd");
}
}
}

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TuoYiState : StateMachineBehaviour
{
bool end=false;
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime>=1 && !end) {
end = true;
EventManager.Instance.emit("guancha");
animator.SetTrigger("Guancha");
}
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,10 @@
using UnityEngine;
public static class Level2Const
{
public static string operate1Info = "4-判断被救者有无意识";
public static string operate2Info = "5-观察被救者部位";
public static string operate3Info = "6-选择合适的操作";
public static Color operateFrontColor = new Color32(255, 255, 255, 255);//操作未完成文本颜色
public static Color operateAfterColor = Color.gray;//操作完成文本颜色
}

@ -0,0 +1,11 @@
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@ -0,0 +1,158 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Cinemachine;
public class Level2Manager : MonoSingleton<Level2Manager>
{
public bool isHasHX;
public Transform cmBirthPlace;
public Transform cmPlace;
[Header("音效")]
AudioSource audioSource;
public AudioClip[] audioClips;
[Header("操作详情")]
[NonSerialized]
public List<Operate> allOperate = new List<Operate>();
public Transform operateLog;
[Header("动画")]
public Animator animator;
[Header("UI")]
public GameObject textTip;//提示
public ErrorTip errtip;//错误提示
public Text yiShiText;
public GameObject yiShi;//意识页面
public GameObject huXi;//呼吸页面
public GameObject question;//答题页面
protected override void Awake()
{
base.Awake();
audioSource = GetComponent<AudioSource>();
}
private void Start()
{
EventManager.Instance.register("HuHuanEnd", Huxi);
EventManager.Instance.register("guancha", Guancha);
EventManager.Instance.register("AnswerQuestion",JTTX);
Init();
}
void Init() {
textTip.SetActive(true);
isHasHX = UnityEngine.Random.value >= 0.5 ? true : false;
DialogueController.Instance.StartDialogue(0, YiShi);
AddOperate(Level1Const.operate1Info);
AddOperate(Level1Const.operate2Info);
AddOperate(Level1Const.operate3Info);
AddOperate(Level2Const.operate1Info);
StartCoroutine(WaitExecute(InitOperate,0.2f));
}
public void AddOperate(string text)
{
Operate op = Instantiate(Resources.Load<GameObject>("operate"), operateLog).GetComponent<Operate>();
allOperate.Add(op);
op.str = text;
op.color = Level2Const.operateFrontColor;
}
#region 意识判断
public void YiShi() {
yiShi.SetActive(true);
DialogueController.Instance.StartDialogue(1);
}
public void YishiPanDuan(bool inspect)
{
if (inspect)
{
yiShi.SetActive(false);
audioSource.clip = audioClips[0];
audioSource.Play();
animator.SetTrigger("Huhuan");
}
else
{
errtip.InitThis("当前拍打部位错误,请重试");
}
}
#endregion
#region 呼吸
/// <summary>
/// 意识判断结束开始呼吸判断
/// </summary>
/// <param name="data"></param>
public void Huxi(params object[] data) {
yiShiText.text = "昏迷";
allOperate[3].Finished();
AddOperate(Level2Const.operate2Info);
huXi.SetActive(true);
DialogueController.Instance.StartDialogue(2);
}
public void HuXiPanDuan(bool inspect) {
if (inspect)
{
huXi.SetActive(false);
animator.SetTrigger("Tuoyi");
}
else
{
errtip.InitThis("当前观察部位错误,请重试");
}
}
void Guancha(params object[] data)
{
audioSource.clip = audioClips[1];
audioSource.Play();
}
#endregion
#region 开始答题
void Question()
{
DialogueController.Instance.StartDialogue(3);
question.SetActive(true);
allOperate[4].Finished();
AddOperate(Level2Const.operate3Info);
}
#endregion
#region 镜头特写
public void JTTX(params object[] data)
{
Transform cmtransform=FindObjectOfType<CinemachineVirtualCamera>().transform;
cmtransform.position = cmPlace.position;
cmtransform.rotation = cmPlace.rotation;
StartCoroutine(WaitExecute(() => {
cmtransform.position = cmBirthPlace.position;
cmtransform.rotation = cmBirthPlace.rotation;
animator.SetTrigger("TXEnd");
}, 4));
StartCoroutine(WaitExecute(Question, 5));
}
IEnumerator WaitExecute(Action action, float t)
{
yield return new WaitForSeconds(t);
action();
}
#endregion
void InitOperate() {
allOperate[0].Finished();
allOperate[1].Finished();
allOperate[2].Finished();
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,7 @@
public static class OperateExtensions
{
public static void Finished(this Operate self) {
self.color = Level2Const.operateAfterColor;
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Question : MonoBehaviour
{
public int index;//玩家选择的答案记录
int rand;//随机的结果
public string[] questionInfo;
Toggle tg;
void Start()
{
tg = GetComponent<Toggle>();
rand = Step2_3.rand;
transform.GetChild(1).GetComponent<Text>().text = questionInfo[rand];
tg.onValueChanged.AddListener((bool value) =>
{
if (value)
{
EventManager.Instance.emit("Question", index);
}
});
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -6,43 +6,33 @@ public class Step2_3 : MonoBehaviour
{
public Animator greenMan;
public Text State;
public static int rand;
public static int rand;//题目随机
//玩家选择的答案
int answer=-1;
public GameObject errorTip;
public GameObject tip;
public ErrorTip errTip;
private void Awake()
{
EventManager.Instance.register("Question2", Question2);
EventManager.Instance.register("Question", Question);
}
private void OnEnable()
{
Obstacle();
}
void Start()
{
GameObject obj = Instantiate(Resources.Load<GameObject>("operate"), GameObject.FindWithTag("Grid").transform);
obj.GetComponent<Operate>().str = "2-观察被救者部位";
}
void Obstacle()
{
Debug.Log("随机结果");
rand = 10;
rand = Random.RandomRange(0, 2);
if (rand == 0)
if (Level2Manager.Instance.isHasHX)
{
State.text = "Õý³£";
}
else if (rand == 1)
else
{
State.text = "²»Õý³£";
}
}
public void Question2(params object[] data) {
public void Question(params object[] data) {
answer = (int)data[0];
}
@ -52,14 +42,11 @@ public class Step2_3 : MonoBehaviour
if (answer == 2)
{
greenMan.SetTrigger("Call");
GameObject obj = Instantiate(Resources.Load<GameObject>("operate"), GameObject.FindWithTag("Grid").transform);
obj.GetComponent<Operate>().str = "3-请人拨打120";
tip.SetActive(false);
errTip.CloseTip();
gameObject.SetActive(false);
}
else {
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("答案选择错误,请重试");
errTip.InitThis("答案选择错误,请重试");
}
}
else if (rand == 1)
@ -67,14 +54,11 @@ public class Step2_3 : MonoBehaviour
if (answer == 2)
{
greenMan.SetTrigger("Call");
GameObject obj = Instantiate(Resources.Load<GameObject>("operate"), GameObject.FindWithTag("Grid").transform);
obj.GetComponent<Operate>().str = "3-请人拨打120以及拿取AED";
tip.SetActive(false);
errTip.CloseTip();
gameObject.SetActive(false);
}
else {
errorTip.SetActive(true);
errorTip.GetComponentInChildren<ErrorTip>().InitThis("答案选择错误,请重试");
errTip.InitThis("答案选择错误,请重试");
}
}
}

@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
public class ToggleGroups : MonoBehaviour
{
[Header("题目索引")]
public int questionIndex;
[Header("正确答案")]
public int answer;
private void Start()
{
for (int i=0;i<GetComponentsInChildren<Toggle>().Length;i++) {
int index = i;
GetComponentsInChildren<Toggle>()[i].onValueChanged.AddListener((bool value)=> {
if (value) {
if (questionIndex == 0)
{
Level2Manager.Instance.YishiPanDuan(answer == index);
}
else if (questionIndex == 1)
{
Level2Manager.Instance.HuXiPanDuan(answer == index);
}
}
});
}
}
}

@ -0,0 +1,11 @@
fileFormatVersion: 2
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@ -7,6 +7,14 @@ public class Pass3AniAction : AniAction
public override void InitAniAction()
{
base.InitAniAction();
PassManager.Instance.AddHisitoryInfo("判断意识");
PassManager.Instance.AddHisitoryInfo("观察呼吸");
PassManager.Instance.AddHisitoryInfo("拨打呼救");
PassManager.Instance.AddHisitoryInfo("30比2心肺复苏");
AniActionDict.Add("FuSu", () => {
PassManager.Instance. SetCtrlPart(3);

@ -23,6 +23,7 @@ public class PassManager : MonoBehaviour
public Animator[] npcAni;
[Header("历史操作")]
public Transform hisitoryInfoParent;
private List<Text> historyInfoList=new List<Text>();
[Header("关卡提示")]
public TextWrite PartTipText;
public List<string> PartTipTxtList;
@ -91,6 +92,7 @@ public class PassManager : MonoBehaviour
npcStateTxt.text = str;
}
/// <summary>
/// 错误提示
/// </summary>
@ -101,12 +103,16 @@ public class PassManager : MonoBehaviour
errorTip.transform.parent.gameObject.SetActive(true);
StartTimeAction(2f, () => { errorTip.transform.parent.gameObject.SetActive(false); });
}
public void ErrorTip()
{
errorTip.GetComponent<Text>().text = "操作有误,请重新考虑并选择";
errorTip.transform.parent.gameObject.SetActive(true);
StartTimeAction(2f, () => { errorTip.transform.parent.gameObject.SetActive(false); });
}
public void ErrorTip(string str)
{
errorTip.transform.parent.gameObject.SetActive(true);
@ -196,10 +202,26 @@ public class PassManager : MonoBehaviour
public void AddHisitoryInfo(string info)
{
for (int i = 0; i < historyInfoList.Count; i++)
{
if (historyInfoList[i].text == info)
{
return;
}
}
GameObject go = GameObject.Instantiate(Resources.Load<GameObject>("Prefab/hisitoryText"), hisitoryInfoParent);
Text txt = go.GetComponent<Text>();
int index = go.transform.GetSiblingIndex() + 1;
txt.text = index + "-" + info;
historyInfoList.Add(txt);
for (int i = 0; i < historyInfoList.Count; i++)
{
historyInfoList[i].color = new Color(0.65f,0.65f,0.65f,1);
}
txt.color = new Color(255, 255, 255, 255);
}
@ -207,7 +229,7 @@ public class PassManager : MonoBehaviour
{
AddTip("恭喜通关");
//向平台发送通关
EduCoderTool.WebConnecter.Singleton.SendResultToWeb(true);
}
public void LoadScene(string sceneName)

@ -18,6 +18,15 @@ public class Pass4AniAction : AniAction
public override void InitAniAction()
{
base.InitAniAction();
PassManager.Instance.AddHisitoryInfo("判断意识");
PassManager.Instance.AddHisitoryInfo("观察呼吸");
PassManager.Instance.AddHisitoryInfo("拨打呼救");
PassManager.Instance.AddHisitoryInfo("30比2心肺复苏");
PassManager.Instance.AddHisitoryInfo("人工呼吸");
PassManager.Instance.AddHisitoryInfo("打开AED电源");
AniActionDict.Add("AnDianYuan", () => {
PassManager.Instance.SetTip(2);
PassManager.Instance.SetCtrlPart(2);
@ -65,7 +74,7 @@ public class Pass4AniAction : AniAction
if (ran > 50)
{
Part6Btn.SetActive(true);
PassManager.Instance.SetTip("经过302的胸外按压和人工呼吸被救者的意识依然没有恢复");
PassManager.Instance.SetTip("经过302的胸外按压和人工呼吸被救者的意识依然没有恢复,请点击工具箱");
}
else
@ -114,4 +123,7 @@ public class Pass4AniAction : AniAction
PassManager.Instance.isEnd = true;
}
}

@ -0,0 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
using System;
public class DialogueController : MonoSingleton<DialogueController>
{
public Text showText;//对话显示位置
public int curDialogue = 0;//当前对话索引
[TextArea]
public string[] dialogues;
protected override void Awake()
{
base.Awake();
}
public void StartDialogue(int index,Action action = null, Text showPos = null, string str = "", bool waitPlayEndExecuteAction = true) {
if (curDialogue != index) return;
if (str == "") str = dialogues[index];
if (showPos == null) showPos = showText;
showPos.GetComponent<DialoguePlay>().PlayText(str);
curDialogue++;
if (action == null) return;
if (waitPlayEndExecuteAction)
{
StartCoroutine(WaitExecute(showPos.GetComponent<DialoguePlay>().IsPlay, action));
}
else {
action.Invoke();
}
}
public void StartDialogue(int index)
{
if (curDialogue != index) return;
showText.GetComponent<DialoguePlay>().PlayText(dialogues[index]);
curDialogue++;
}
IEnumerator WaitExecute(Func<bool> fun,Action action) {
yield return new WaitWhile(fun);
yield return new WaitForSeconds(1);
action.Invoke();
}
}

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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AddDialoguePlay : MonoBehaviour
{
private void Awake()
{
AddDialoguePlayScripts(gameObject);
}
/// <summary>
/// ΪËùÓÐTextÌí¼ÓDialoguePlay½Å±¾
/// </summary>
/// <param name="obj"></param>
void AddDialoguePlayScripts(GameObject obj) {
if (obj.GetComponent<Text>()) {
obj.AddComponent<DialoguePlay>();
}
for (int i=0;i<obj.transform.childCount;i++) {
AddDialoguePlayScripts(obj.transform.GetChild(i).gameObject);
}
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,76 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Text))]
public class DialoguePlay : MonoBehaviour
{
Text text;
Coroutine playCor;
[Header("文本播放变量")]
public bool inCanSkip=true;//是否允许跳过
[Range(0.02f,0.5f)]
public float playSpeed=0.05f;//每个字播放速度
[TextArea]
public string str="";
public bool isPlay = false;//防止重复播放
private void Awake()
{
text = GetComponent<Text>();
}
#region 文本播放
/// <summary>
/// 文本播放
/// </summary>
/// <param name="str"></param>
/// <param name="playSpeed"></param>
/// <param name="isCanSkip"></param>
/// <returns></returns>
public void PlayText(string str, float playSpeed=0.05f,bool isCanSkip= false) {
if (isPlay) return;
playCor=StartCoroutine(IETextPlayer(str, playSpeed, isCanSkip));
}
IEnumerator IETextPlayer(string str,float playSpeed,bool isCanSkip=false) {
isPlay = true;
int textLen = str.Length;
int curLen = 0;
if (isCanSkip) StartCoroutine(IESkip(str));
while (true) {
yield return new WaitForSeconds(playSpeed);
if (curLen == textLen) { isPlay = false; yield break; }
curLen++;
this.text.text= str.Substring(0,curLen);
}
}
/// <summary>
/// 文本是否可跳过
/// </summary>
/// <param name="str"></param>
/// <returns></returns>
IEnumerator IESkip(string str) {
while (true) {
yield return null;
if (!isPlay)
{
yield break;
}
if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space))
{
StopCoroutine(playCor);
this.text.text = str;
playCor = null;
isPlay = false;
yield break;
}
}
}
#endregion
public bool IsPlay() {
return isPlay;
}
}

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@ -5,16 +5,16 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 1
- enabled: 0
path: Assets/Scenes/Level1.unity
guid: 4233a03550fb9124db863528d6c65f60
- enabled: 0
- enabled: 1
path: Assets/Scenes/Level2.unity
guid: be9f593401d7c4647a1342851397a640
- enabled: 0
path: Assets/Scenes/Level3.unity
guid: 81868cf07d3a2254cae6615c4f2c50d5
path:
guid: 00000000000000000000000000000000
- enabled: 0
path: Assets/Scenes/Level4.unity
guid: c6472ae02622c414f85e845c3d5e7d77
path:
guid: 00000000000000000000000000000000
m_configObjects: {}

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