最新按照产品意见修改后提交

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高铎 2026-01-05 19:24:11 +08:00
parent 48e9d19b84
commit b15cae899d
27 changed files with 2491 additions and 430 deletions

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@ -0,0 +1,8 @@
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View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using UnityEngine;
using UnityEngine.UI;
@ -22,7 +23,7 @@ public class ZhuSheQi_10SenSor : Sensor
transform.parent.GetComponent<SensorManager>().SendFunction("+++");
}
public override void ReceiveData(string datas)
public override void ReceiveData(string datas, SerialPort sp = null)
{
base.ReceiveData(datas);
if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ10")) return;

View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using UnityEngine;
using UnityEngine.UI;
@ -25,7 +26,7 @@ public class ZhuSheQi_20SenSor : Sensor
transform.parent.GetComponent<SensorManager>().SendFunction("+++");
}
public override void ReceiveData(string datas)
public override void ReceiveData(string datas, SerialPort sp = null)
{
base.ReceiveData(datas);
if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ20")) return;

View File

@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using UnityEngine;
using UnityEngine.UI;
using ZXKFramework;
@ -24,7 +25,7 @@ public class ZhuSheQi_5SenSor : Sensor
transform.parent.GetComponent<SensorManager>().SendFunction("+++");
}
public override void ReceiveData(string datas)
public override void ReceiveData(string datas, SerialPort sp = null)
{
base.ReceiveData(datas);
if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ5")) return;

Binary file not shown.

View File

@ -15,7 +15,7 @@ using UnityThreadingUtils;
public class XunFeiWakeup : MonoBehaviour
{
//唤醒词:小智小智
private const string app_id = "appid=0b1fcc5f,word_dir= . ";//appid aiui.dll和msc.dll要配套
private const string app_id = "appid=03377640,word_dir= . ";//appid aiui.dll和msc.dll要配套
private string qivw_session_begin_params/* = "ivw_threshold=0:1450,sst=wakeup,ivw_res_path =fo|" + (Application.streamingAssetsPath + "/wakeupresource.jet").Replace("/", "\\")*/;

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using UnityEngine;
/// <summary>
/// 传感器基类
@ -20,7 +21,11 @@ public abstract class Sensor : MonoBehaviour
if (!gameObject.activeSelf) return;
Display(datas);
}
public virtual void ReceiveData(string datas, SerialPort sp = null)
{
if (!gameObject.activeSelf) return;
Display(datas);
}
public virtual void Display(string datas)
{

View File

@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using UnityEngine;
using UnityEngine.UI;
@ -20,7 +21,7 @@ public class QiGuanChaGuan_Sensor : Sensor
public Text huiYan_Txt;
public Text qiGuanDeep_Txt;
public override void ReceiveData(string datas)
public override void ReceiveData(string datas, SerialPort sp = null)
{
base.ReceiveData(datas);
data = datas.Split("#")[1].Split("%")[0];

View File

@ -3,6 +3,7 @@ using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Data.SqlTypes;
using System.IO.Ports;
using System.Linq;
using System.Text;
using System.Threading;
//using UnityEditor.PackageManager.UI;
@ -12,14 +13,216 @@ using ZXKFramework;
public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
{
#region
//public enum DataType
//{
// 字符串,
// 字节流,
//}
//#region 串口参数,主要修改串口名与波特率
//[Header("串口名")]
//public string portName = "COM10";
//[Header("波特率")]
//public int baudRate = 115200;
//[Header("奇偶校验")]
//private Parity parity = Parity.None;
//[Header("数据位")]
//private int dataBits = 8;
//[Header("停止位")]
//private StopBits stopBits = StopBits.One;
//SerialPort sp = null;
//Thread dataReceiveThread;
//[Header("接收数据格式")]
//public DataType dataType;
//#endregion
//private Dictionary<string, Sensor> allSensor = new Dictionary<string, Sensor>();
//StringBuilder sb = new StringBuilder();
//private void Start()
//{
// sp = new SerialPort(portName, baudRate, parity, dataBits, stopBits);
// foreach (Sensor s in GetComponentsInChildren<Sensor>())
// {
// allSensor.TryAdd(s.GetType().Name, s);
// }
// switch (dataType)
// {
// case DataType.字节流:
// dataReceiveThread = new Thread(new ThreadStart(DataReceiveBytesThread));
// break;
// case DataType.字符串:
// dataReceiveThread = new Thread(new ThreadStart(DataReceiveStrThread));
// break;
// }
// OpenPort();
//}
///// <summary>
///// 接收字节流
///// </summary>
//private void DataReceiveBytesThread()
//{
// while (true)
// {
// if (sp != null && sp.IsOpen)
// {
// try
// {
// if (sp.BytesToRead > 0)
// {
// byte[] buffer = new byte[sp.BytesToRead];
// sp.Read(buffer, 0, sp.BytesToRead);
// string receivedData = Encoding.Default.GetString(buffer);
// //Debug.Log(receivedData);
// UnityMainThreadDispatcher.Instance().Enqueue(() =>
// {
// foreach (var s in allSensor)
// {
// s.Value.ReceiveData(receivedData);
// }
// });
// }
// }
// catch (Exception)
// {
// Debug.Log("消息接收失败");
// }
// }
// Thread.Sleep(20);
// }
//}
///// <summary>
///// 接收字符串
///// </summary>
//private void DataReceiveStrThread()
//{
// while (true)
// {
// if (sp != null && sp.IsOpen)
// {
// try
// {
// if (sp.BytesToRead > 0)
// {
// sb.Append(sp.ReadExisting());
// //this.ColorLog(GDLog.LogColorState.Blue, sp.ReadLine());
// UnityMainThreadDispatcher.Instance().Enqueue(() =>
// {
// foreach (var s in allSensor)
// {
// s.Value.ReceiveData(sb.ToString());
// }
// sb.Clear();
// });
// }
// }
// catch (Exception)
// {
// Debug.Log("消息接收失败");
// }
// }
// Thread.Sleep(20);
// }
//}
///// <summary>
///// 发送消息
///// </summary>
///// <param name="dataSend"></param>
//public void SendFunction(string str)
//{
// try
// {
// byte[] dataSend = Encoding.ASCII.GetBytes(str);
// if (sp != null && sp.IsOpen)
// {
// if (dataSend != null && dataSend.Length > 0)
// {
// sp.Write(dataSend, 0, dataSend.Length);
// Debug.Log("发送消息成功:" + str);
// }
// }
// }
// catch (Exception)
// {
// Debug.Log("发送消息失败:" + str);
// }
//}
////获取指定传感器
//public T GetSensor<T>() where T : Sensor
//{
// try
// {
// string name = typeof(T).Name;
// if (!allSensor.ContainsKey(name))
// {
// allSensor.TryAdd(name, GetComponentInChildren<T>());
// allSensor[name].Init(this);
// }
// //Debug.Log("传感器获取成功");
// return allSensor[name] as T;
// }
// catch (Exception)
// {
// Debug.Log("传感器获取失败");
// return null;
// }
//}
//#region 串口开启关闭相关
////打开串口
//public void OpenPort()
//{
// try
// {
// if (!sp.IsOpen)
// {
// sp.Open();
// dataReceiveThread.Start();
// Debug.Log("串口打开成功");
// }
// }
// catch (Exception)
// {
// Debug.Log("串口打开失败");
// }
//}
////关闭串口
//public void ClosePort()
//{
// try
// {
// sp.Close();
// dataReceiveThread.Abort();
// Debug.Log("串口关闭");
// }
// catch (Exception)
// {
// Debug.Log("串口关闭失败");
// }
//}
//#endregion
//#region Unity 退出相关
//private void OnApplicationQuit()
//{
// ClosePort();
//}
//private void OnDisable()
//{
// this.Log("为什么关闭了:" + gameObject.name);
// ClosePort();
//}
//#endregion
#endregion
public enum DataType
{
,
,
}
#region ,
[Header("串口名")]
public string portName = "COM10";
#region
//[Header("端口名(多串口时自动获取)")]
//public string portName = "COM3";
[Header("波特率")]
public int baudRate = 115200;
[Header("奇偶校验")]
@ -28,38 +231,74 @@ public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
private int dataBits = 8;
[Header("停止位")]
private StopBits stopBits = StopBits.One;
SerialPort sp = null;
Thread dataReceiveThread;
[Header("接收数据格式")]
public DataType dataType;
#endregion
private Dictionary<string, Sensor> allSensor = new Dictionary<string, Sensor>();
StringBuilder sb = new StringBuilder();
List<string> COMPorts = new List<string>();
List<SerialPort> serialPorts = new List<SerialPort>();
List<Thread> dataReceiveThreads = new List<Thread>();
// 线程运行状态标志(每个串口对应一个标志)
private bool[] isThreadRunning;
private void Start()
{
sp = new SerialPort(portName, baudRate, parity, dataBits, stopBits);
COMPorts = GetAllWindowsCOMPorts().ToList();
// 初始化所有串口
for (int i = 0; i < COMPorts.Count; i++)
{
SerialPort sp = new SerialPort(COMPorts[i], baudRate, parity, dataBits, stopBits);
serialPorts.Add(sp);
}
// 初始化传感器
foreach (Sensor s in GetComponentsInChildren<Sensor>())
{
allSensor.TryAdd(s.GetType().Name, s);
}
switch (dataType)
// 初始化线程(绑定具体串口索引,避免索引混乱)
isThreadRunning = new bool[COMPorts.Count]; // 初始化标志位数组
for (int i = 0; i < COMPorts.Count; i++)
{
case DataType.:
dataReceiveThread = new Thread(new ThreadStart(DataReceiveBytesThread));
break;
case DataType.:
dataReceiveThread = new Thread(new ThreadStart(DataReceiveStrThread));
break;
isThreadRunning[i] = true; // 默认启动线程
int portIndex = i; // 捕获当前索引(避免闭包陷阱)
Thread thread;
// 根据数据类型创建对应线程,并绑定端口索引
switch (dataType)
{
case DataType.:
thread = new Thread(() => DataReceiveBytesThread(portIndex));
break;
case DataType.:
thread = new Thread(() => DataReceiveStrThread(portIndex));
break;
default:
thread = null;
break;
}
if (thread != null)
{
dataReceiveThreads.Add(thread);
}
}
OpenPort();
}
/// <summary>
/// 接收字节流
/// 字节流接收线程(绑定具体串口索引)
/// </summary>
private void DataReceiveBytesThread()
private void DataReceiveBytesThread(int portIndex)
{
while (true)
// 循环条件线程标志位为true且索引有效
while (isThreadRunning[portIndex] && portIndex < serialPorts.Count)
{
SerialPort sp = serialPorts[portIndex];
if (sp != null && sp.IsOpen)
{
try
@ -67,34 +306,41 @@ public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
if (sp.BytesToRead > 0)
{
byte[] buffer = new byte[sp.BytesToRead];
sp.Read(buffer, 0, sp.BytesToRead);
sp.Read(buffer, 0, buffer.Length);
string receivedData = Encoding.Default.GetString(buffer);
//Debug.Log(receivedData);
//Debug.Log($"串口 {sp.PortName} 接收字节流:{receivedData}");
// 主线程处理数据
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
foreach (var s in allSensor)
foreach (var pair in allSensor)
{
s.Value.ReceiveData(receivedData);
pair.Value.ReceiveData(receivedData, sp);
}
});
}
}
catch (Exception)
catch (Exception ex)
{
Debug.Log("消息接收失败");
Debug.Log($"串口 {sp.PortName} 字节流接收错误:{ex.Message}");
}
}
Thread.Sleep(20);
Thread.Sleep(10); // 降低CPU占用
}
}
/// <summary>
/// 接收字符串
/// 字符串接收线程(绑定具体串口索引)
/// </summary>
private void DataReceiveStrThread()
private void DataReceiveStrThread(int portIndex)
{
while (true)
// 每个线程独立的StringBuilder避免多线程冲突
StringBuilder sb = new StringBuilder();
// 循环条件线程标志位为true且索引有效
while (isThreadRunning[portIndex] && portIndex < serialPorts.Count)
{
SerialPort sp = serialPorts[portIndex];
if (sp != null && sp.IsOpen)
{
try
@ -102,49 +348,63 @@ public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
if (sp.BytesToRead > 0)
{
sb.Append(sp.ReadExisting());
//this.ColorLog(GDLog.LogColorState.Blue, sp.ReadLine());
string receivedData = sb.ToString();
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
foreach (var s in allSensor)
{
s.Value.ReceiveData(sb.ToString());
try
{
//Debug.LogError(s.Value.name);
s.Value.ReceiveData(receivedData, sp);
}
catch (Exception ex)
{
Debug.LogError($"传感器处理数据错误:{ex.Message}");
}
}
sb.Clear();
});
}
}
catch (Exception)
catch (Exception ex)
{
Debug.Log("消息接收失败");
Debug.Log($"串口 {sp.PortName} 字符串接收错误:{ex.Message}");
}
}
Thread.Sleep(20);
Thread.Sleep(10); // 降低CPU占用
}
}
/// <summary>
/// 发送消息
/// 发送数据到所有已打开的串口
/// </summary>
/// <param name="dataSend"></param>
public void SendFunction(string str)
{
try
{
byte[] dataSend = Encoding.ASCII.GetBytes(str);
if (sp != null && sp.IsOpen)
for (int i = 0; i < serialPorts.Count; i++)
{
if (dataSend != null && dataSend.Length > 0)
SerialPort sp = serialPorts[i];
if (sp != null && sp.IsOpen && dataSend != null && dataSend.Length > 0)
{
sp.Write(dataSend, 0, dataSend.Length);
Debug.Log("发送消息成功:" + str);
Debug.Log($"向串口 {sp.PortName} 发送成功:{str}");
}
}
}
catch (Exception)
catch (Exception ex)
{
Debug.Log("发送消息失败:" + str);
Debug.Log($"发送数据失败:{ex.Message},数据:{str}");
}
}
//获取指定传感器
/// <summary>
/// 获取指定类型的传感器
/// </summary>
public T GetSensor<T>() where T : Sensor
{
try
@ -152,62 +412,130 @@ public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
string name = typeof(T).Name;
if (!allSensor.ContainsKey(name))
{
allSensor.TryAdd(name, GetComponentInChildren<T>());
allSensor[name].Init(this);
T sensor = GetComponentInChildren<T>();
if (sensor != null)
{
allSensor.TryAdd(name, sensor);
sensor.Init(this);
}
}
//Debug.Log("传感器获取成功");
Debug.Log($"获取传感器 {typeof(T).Name} 成功");
return allSensor[name] as T;
}
catch (Exception)
catch (Exception ex)
{
Debug.Log("传感器获取失败");
Debug.Log($"获取传感器 {typeof(T).Name} 失败:{ex.Message}");
return null;
}
}
#region
//打开串口
#region
/// <summary>
/// 打开所有串口并启动对应线程
/// </summary>
public void OpenPort()
{
try
{
if (!sp.IsOpen)
Debug.Log("正在打开串口...");
for (int i = 0; i < serialPorts.Count; i++)
{
sp.Open();
dataReceiveThread.Start();
Debug.Log("串口打开成功");
SerialPort sp = serialPorts[i];
if (sp != null && !sp.IsOpen)
{
sp.Open();
Debug.Log($"串口 {sp.PortName} 打开成功");
}
// 启动对应线程(检查索引有效性)
if (i < dataReceiveThreads.Count && dataReceiveThreads[i] != null && !dataReceiveThreads[i].IsAlive)
{
dataReceiveThreads[i].Start();
}
}
}
catch (Exception)
catch (Exception ex)
{
Debug.Log("串口打开失败");
Debug.Log($"串口打开失败{ex.ToString()}");
}
}
//关闭串口
/// <summary>
/// 关闭所有串口并停止线程安全终止避免Abort
/// </summary>
public void ClosePort()
{
try
for (int i = 0; i < serialPorts.Count; i++)
{
sp.Close();
dataReceiveThread.Abort();
Debug.Log("串口关闭");
}
catch (Exception)
{
Debug.Log("串口关闭失败");
// 1. 停止线程(通过标志位)
if (i < isThreadRunning.Length)
{
isThreadRunning[i] = false; // 通知线程退出循环
}
// 等待线程终止最多1秒
if (i < dataReceiveThreads.Count && dataReceiveThreads[i] != null && dataReceiveThreads[i].IsAlive)
{
dataReceiveThreads[i].Join(1000);
dataReceiveThreads[i] = null;
}
// 2. 关闭串口
SerialPort sp = serialPorts[i];
if (sp != null && sp.IsOpen)
{
try
{
sp.Close();
Debug.Log($"串口 {sp.PortName} 关闭成功");
}
catch (Exception ex)
{
Debug.Log($"串口 {sp.PortName} 关闭失败:{ex.ToString()}");
}
serialPorts[i] = null;
}
}
}
#endregion
#region Unity 退
#region Unity
private void OnApplicationQuit()
{
ClosePort();
}
private void OnDisable()
{
this.Log("为什么关闭了:" + gameObject.name);
ClosePort();
}
/// <summary>
/// 获取所有Windows串口并排序
/// </summary>
public string[] GetAllWindowsCOMPorts()
{
try
{
var ports = SerialPort.GetPortNames();
// 按COM端口号排序
Array.Sort(ports, (a, b) =>
{
if (int.TryParse(a.Replace("COM", ""), out int numA) &&
int.TryParse(b.Replace("COM", ""), out int numB))
{
return numA.CompareTo(numB);
}
return string.Compare(a, b);
});
return ports;
}
catch (Exception e)
{
Debug.LogError($"获取串口失败:{e.Message}\n{e.StackTrace}");
return Array.Empty<string>();
}
}
#endregion
}

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View File

@ -1,14 +1,38 @@
using FSM;
using Unity.VisualScripting.Antlr3.Runtime;
using ZXKFramework;
namespace DongWuYiXue.QiGuanChaGuan
{
public class JianChaTaoNangQiMiXingState : FsmState<FSMManager>
{
/// <summary>
/// 检查第一根导管
/// </summary>
bool isJianChaOne;
/// <summary>
/// 检查第二根导管
/// </summary>
bool isJianChaTwo;
/// <summary>
/// 检查第三根导管
/// </summary>
bool isJianChaThree;
bool isZhuSheQiTui;
bool isZhuSheQiLa;
float tuiValue;
float laValue;
bool isOpen;
public override void OnStateEnter()
{
base.OnStateEnter();
this.Log("进入检查套囊气密性状态");
fsm.ShowCamera("检查套囊气密性_Camera");
isJianChaOne = false;
isJianChaTwo = false;
isJianChaThree = false;
isZhuSheQiLa = false;
isZhuSheQiTui = false;
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
@ -20,12 +44,12 @@ namespace DongWuYiXue.QiGuanChaGuan
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("10mm气管导管");
fsm.EnableInteraction("10气管导管气密性");
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器");
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
fsm.ShowTipBtn(() =>
{
fsm.Light("10mm气管导管",true);
fsm.Light("10mm气管导管", true);
fsm.Light_EnableInteraction("5ml注射器", true);
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器", 0, 0, 5, true);
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器", 0, 0, 5, true);
}, 2);
});
}
@ -37,100 +61,307 @@ namespace DongWuYiXue.QiGuanChaGuan
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("10mm气管导管");
fsm.EnableInteraction("10气管导管气密性");
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器");
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
}
fsm.InteractionTrigger("5ml注射器", c =>
{
if (c.name.Equals("10气管导管气密性"))
{
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
fsm.PlayClip("检查套囊气密性1准备_TimeLine", () =>
{
fsm.AddScore(2, 0);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 0);
}
isJianChaOne = true;
isZhuSheQiTui = true;
});
//if (fsm.main_gameModel.modeType == ModeType.ShiXun)
//{
// fsm.AddScore(2, 0);
//}
//if (fsm.main_gameModel.modeType == ModeType.KaoHe)
//{
// fsm.AddScore(4, 0);
//}
fsm.HideArrow();
fsm.Hide("5ml注射器");
fsm.DisableInteraction("10气管导管气密性");
fsm.Unlight_DisableInteraction("5ml注射器");
fsm.Unlight("10mm气管导管");
fsm.HideTipBtn();
fsm.PlayClip("检查套囊气密性1_TimeLine", () =>
{
fsm.Show("5ml注射器");
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("12mm气管导管");
fsm.EnableInteraction("12气管导管检查气密性");
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器");
fsm.ShowTipBtn(() =>
{
this.Error("2222222222222222222");
fsm.Light("12mm气管导管", true);
fsm.Light_EnableInteraction("5ml注射器", true);
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器", 0, 0, 5, true);
}, 2);
});
//fsm.PlayClip("检查套囊气密性1_TimeLine", () =>
//{
// fsm.Show("5ml注射器");
// fsm.Light_EnableInteraction("5ml注射器");
// fsm.Light("12mm气管导管");
// fsm.EnableInteraction("12气管导管检查气密性");
// fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
// fsm.ShowTipBtn(() =>
// {
// this.Error("2222222222222222222");
// fsm.Light("12mm气管导管", true);
// fsm.Light_EnableInteraction("5ml注射器", true);
// fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器", 0, 0, 5, true);
// }, 2);
//});
}
if (c.name.Equals("12气管导管检查气密性"))
{
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
fsm.PlayClip("检查套囊气密性2准备_TimeLine", () =>
{
fsm.AddScore(2, 1);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 1);
}
isJianChaTwo = true;
isZhuSheQiTui = true;
});
//if (fsm.main_gameModel.modeType == ModeType.ShiXun)
//{
// fsm.AddScore(2, 1);
//}
//if (fsm.main_gameModel.modeType == ModeType.KaoHe)
//{
// fsm.AddScore(4, 1);
//}
fsm.HideArrow();
fsm.Hide("5ml注射器");
fsm.Unlight_DisableInteraction("5ml注射器");
fsm.Unlight("12mm气管导管");
fsm.DisableInteraction("12气管导管检查气密性");
fsm.HideTipBtn();
fsm.PlayClip("检查套囊气密性2_TimeLine", () =>
{
fsm.Show("5ml注射器");
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("14mm气管导管");
fsm.EnableInteraction("14气管导管检查气密性");
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器");
fsm.ShowTipBtn(() =>
{
this.Error("33333333333333333");
fsm.Light("14mm气管导管", true);
fsm.Light_EnableInteraction("5ml注射器", true);
fsm.ShowArrow("请拖拽5ml注射器", "5ml注射器", 0, 0, 5, true);
}, 2);
});
//fsm.PlayClip("检查套囊气密性2_TimeLine", () =>
//{
// fsm.Show("5ml注射器");
// fsm.Light_EnableInteraction("5ml注射器");
// fsm.Light("14mm气管导管");
// fsm.EnableInteraction("14气管导管检查气密性");
// fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
// fsm.ShowTipBtn(() =>
// {
// this.Error("33333333333333333");
// fsm.Light("14mm气管导管", true);
// fsm.Light_EnableInteraction("5ml注射器", true);
// fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器", 0, 0, 5, true);
// }, 2);
//});
}
if (c.name.Equals("14气管导管检查气密性"))
{
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
fsm.PlayClip("检查套囊气密性3准备_TimeLine", () =>
{
fsm.AddScore(1, 2);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 2);
}
isJianChaThree = true;
isZhuSheQiTui = true;
});
//if (fsm.main_gameModel.modeType == ModeType.ShiXun)
//{
// fsm.AddScore(1, 2);
//}
//if (fsm.main_gameModel.modeType == ModeType.KaoHe)
//{
// fsm.AddScore(4, 2);
//}
fsm.HideArrow();
fsm.Hide("5ml注射器");
fsm.Unlight_DisableInteraction("5ml注射器");
fsm.Unlight("14mm气管导管");
fsm.DisableInteraction("14气管导管检查气密性");
fsm.HideTipBtn();
fsm.PlayClip("检查套囊气密性3_TimeLine", () =>
{
fsm.nextState = true;
});
//fsm.PlayClip("检查套囊气密性3_TimeLine", () =>
//{
// fsm.nextState = true;
//});
}
});
}
public override void OnStateStay()
{
base.OnStateStay();
if (isJianChaOne && isZhuSheQiTui)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue > 0.1f)
{
fsm.PlayClip("检查套囊气密性1_TimeLine", null, (1.0f - tuiValue) / 2);
}
else
{
isZhuSheQiTui = false;
isOpen = false;
isZhuSheQiLa = true;
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性1_TimeLine", null, (1.0f - tuiValue) / 2);
}
}
if (isJianChaOne && isZhuSheQiLa)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue < 1)
{
fsm.PlayClip("检查套囊气密性1_TimeLine", null, .5f + (tuiValue / 2));
}
else
{
isJianChaOne = false;
isZhuSheQiLa = false;
isOpen = false;
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.AddScore(2, 0);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 0);
}
fsm.Show("5ml注射器");
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("12mm气管导管");
fsm.EnableInteraction("12气管导管检查气密性");
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
fsm.ShowTipBtn(() =>
{
this.Error("2222222222222222222");
fsm.Light("12mm气管导管", true);
fsm.Light_EnableInteraction("5ml注射器", true);
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器", 0, 0, 5, true);
}, 2);
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性1_TimeLine", null, .5f + (tuiValue / 2));
}
}
if (isJianChaTwo && isZhuSheQiTui)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue > 0.1f)
{
fsm.PlayClip("检查套囊气密性2_TimeLine", null, (1.0f - tuiValue) / 2);
}
else
{
isZhuSheQiTui = false;
isOpen = false;
isZhuSheQiLa = true;
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性2_TimeLine", null, (1.0f - tuiValue) / 2);
}
}
if (isJianChaTwo && isZhuSheQiLa)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue < 1)
{
fsm.PlayClip("检查套囊气密性2_TimeLine", null, .5f + (tuiValue / 2));
}
else
{
isJianChaTwo = false;
isZhuSheQiLa = false;
isOpen = false;
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.AddScore(2, 1);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 1);
}
fsm.Show("5ml注射器");
fsm.Light_EnableInteraction("5ml注射器");
fsm.Light("14mm气管导管");
fsm.EnableInteraction("14气管导管检查气密性");
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器");
fsm.ShowTipBtn(() =>
{
this.Error("33333333333333333");
fsm.Light("14mm气管导管", true);
fsm.Light_EnableInteraction("5ml注射器", true);
fsm.ShowArrow("请拖拽10ml注射器", "5ml注射器", 0, 0, 5, true);
}, 2);
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性2_TimeLine", null, .5f + (tuiValue / 2));
}
}
if (isJianChaThree && isZhuSheQiTui)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue > 0.1f)
{
fsm.PlayClip("检查套囊气密性3_TimeLine", null, (1.0f - tuiValue) / 2);
}
else
{
isZhuSheQiTui = false;
isOpen = false;
isZhuSheQiLa = true;
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性3_TimeLine", null, (1.0f - tuiValue) / 2);
}
}
if (isJianChaThree && isZhuSheQiLa)
{
if (GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
{
isOpen = true;
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
if (tuiValue < 1)
{
fsm.PlayClip("检查套囊气密性3_TimeLine", null, .5f + (tuiValue / 2));
}
else
{
isJianChaThree = false;
isZhuSheQiLa = false;
isOpen = false;
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
{
fsm.AddScore(1, 2);
}
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
{
fsm.AddScore(4, 2);
}
fsm.nextState = true;
}
}
else if (!GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isOpen)
{
fsm.PlayClip("检查套囊气密性3_TimeLine", null, .5f + (tuiValue / 2));
}
}
}
public override void OnStateExit()
{

View File

@ -14,6 +14,7 @@ namespace DongWuYiXue.QiGuanChaGuan
CanvasRadarChart radar;
//GameObject aiSpeak;
//Text aiText;
int numID;
public override string GroupName => "ChengJiPanel";
public override string Name => "ChengJiPanel";
public override void Init(IUIManager uictrl)
@ -35,18 +36,50 @@ namespace DongWuYiXue.QiGuanChaGuan
}
public void GeneSteps(List<Step> steps)
{
for (int i = 0; i < steps.Count; i++)
numID = 0;
List<BaseData> listBaseData = GetModel<GameModel>().excelData.allBaseData;
for (int i = 0; i < listBaseData.Count; i++)
{
int seq = i + 1;
Step s = steps[i];
GameObject obj = Instantiate(step, content);
obj.SetActive(true);
obj.transform.FindFirst<Text>("ID").text = seq.ToString();
obj.transform.FindFirst<Text>("Name").text = s.stepName;
obj.transform.FindFirst<Text>("Type").text = s.stepType;
obj.transform.FindFirst<Text>("MaxScore").text = s.maxScore;
obj.transform.FindFirst<Text>("Score").text = s.score.ToString();
numID++;
Step st = steps.Find(e => e.parentName == listBaseData[i].parentName && e.stepName == listBaseData[i].name);
if (st != null)
{
//Step s = steps[i];
GameObject obj = Instantiate(step, content);
obj.SetActive(true);
obj.transform.FindFirst<Text>("ID").text = numID.ToString();
obj.transform.FindFirst<Text>("Name").text = st.stepName;
obj.transform.FindFirst<Text>("Type").text = st.stepType;
obj.transform.FindFirst<Text>("MaxScore").text = st.maxScore;
obj.transform.FindFirst<Text>("Score").text = st.score.ToString();
}
else
{
if (!string.IsNullOrEmpty(listBaseData[i].score_sx))
{
GameObject obj = Instantiate(step, content);
obj.SetActive(true);
obj.transform.FindFirst<Text>("ID").text = numID.ToString();
obj.transform.FindFirst<Text>("Name").text = listBaseData[i].name;
obj.transform.FindFirst<Text>("Type").text = listBaseData[i].type;
obj.transform.FindFirst<Text>("MaxScore").text = listBaseData[i].score_sx;
obj.transform.FindFirst<Text>("Score").text = "¡ª¡ª";
}
}
}
//for (int i = 0; i < steps.Count; i++)
//{
// int seq = i + 1;
// Step s = steps[i];
// GameObject obj = Instantiate(step, content);
// obj.SetActive(true);
// obj.transform.FindFirst<Text>("ID").text = seq.ToString();
// obj.transform.FindFirst<Text>("Name").text = s.stepName;
// obj.transform.FindFirst<Text>("Type").text = s.stepType;
// obj.transform.FindFirst<Text>("MaxScore").text = s.maxScore;
// obj.transform.FindFirst<Text>("Score").text = s.score.ToString();
//}
}
public void SetRadar()
{

View File

@ -6,6 +6,12 @@ ModelImporter:
- first:
74: 1827226128182048838
second: Take 001
- first:
74: -7967672755436312595
second: "\u63A8"
- first:
74: -5963207947113137063
second: "\u62C9"
externalObjects:
- first:
type: UnityEngine:Material
@ -79,7 +85,94 @@ ModelImporter:
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations: []
clipAnimations:
- serializedVersion: 16
name: Take 001
takeName: Take 001
internalID: 0
firstFrame: 1
lastFrame: 140
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: "\u63A8"
takeName: Take 001
internalID: 0
firstFrame: 1
lastFrame: 60
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
- serializedVersion: 16
name: "\u62C9"
takeName: Take 001
internalID: 0
firstFrame: 80
lastFrame: 140
wrapMode: 0
orientationOffsetY: 0
level: 0
cycleOffset: 0
loop: 0
hasAdditiveReferencePose: 0
loopTime: 0
loopBlend: 0
loopBlendOrientation: 0
loopBlendPositionY: 0
loopBlendPositionXZ: 0
keepOriginalOrientation: 0
keepOriginalPositionY: 1
keepOriginalPositionXZ: 0
heightFromFeet: 0
mirror: 0
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
curves: []
events: []
transformMask: []
maskType: 3
maskSource: {instanceID: 0}
additiveReferencePoseFrame: 0
isReadable: 1
meshes:
lODScreenPercentages: []

7
log/ivw.log Normal file
View File

@ -0,0 +1,7 @@
Log file created at: 2026/01/05 17:00:18
Running on machine: ADMIN
Log line format: [IWEF]mmdd hh:mm:ss.mmm threadid: msg
E0105 17:00:18.982 19336:Res_mgr::Res_delete | res still been used, refCount = 1 resId = 119 resType = IVW_KEYWORD
E0105 17:00:18.983 19336:Error: ret= 60010
E0105 17:00:18.983 19336:IvwInterfaceImp::wIvwResourceDelete | ResType = IVW_KEYWORD, ResID = 119, ret = 60010
E0105 17:00:18.983 19336:Error: ret= 60010

View File

@ -0,0 +1,3 @@
2026/01/05 18:31:57
0177e44f97978b1f280261a64cf9e50c
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