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@ -30,7 +30,8 @@ public class ZhuSheQi_5SenSor : Sensor
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ5")) return;
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//this.Error(datas);
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progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1]))-3) / 7.0f;
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//progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1]))-3) / 7.0f;
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progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1]))-3) / 6.0f;
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//this.Error($"当前5ml注射器的进度为:{progressValue}");
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}
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@ -19,7 +19,7 @@ namespace UnityThreadingUtils
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{
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_instance = this;
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// 让这个游戏对象在场景切换时不被销毁,确保持续可用
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DontDestroyOnLoad(gameObject);
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//DontDestroyOnLoad(gameObject);
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}
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else
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{
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@ -39,7 +39,7 @@ namespace UnityThreadingUtils
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GameObject dispatcherGameObject = new GameObject("UnityMainThreadDispatcher");
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_instance = dispatcherGameObject.AddComponent<UnityMainThreadDispatcher>();
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// 让这个游戏对象在场景切换时不被销毁,确保持续可用
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UnityEngine.Object.DontDestroyOnLoad(dispatcherGameObject);
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//UnityEngine.Object.DontDestroyOnLoad(dispatcherGameObject);
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}
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return _instance;
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8
Assets/Third/SensorModule/Scripts/Sensor/器官插管.meta
Normal file
8
Assets/Third/SensorModule/Scripts/Sensor/器官插管.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 0c1d2878670367045983e92bbb9d592d
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,48 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class QiGuanChaGuan_Sensor : Sensor
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{
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/// <summary>
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/// 气管导管插入深度
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/// </summary>
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[HideInInspector]
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public float qiGuanDeep;
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/// <summary>
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/// 是否插入会厌
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/// </summary>
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[HideInInspector]
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public bool isHuiYan;
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string data;
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public Text huiYan_Txt;
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public Text qiGuanDeep_Txt;
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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data = datas.Split("#")[1].Split("%")[0];
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if (!data.Contains("DWYX1")) return;
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if (data.Contains("DATA"))
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{
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isHuiYan = true;
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}
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else
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{
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isHuiYan = false;
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}
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if (data.Contains("QGDeep"))
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{
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qiGuanDeep = float.Parse(data.Split(",")[3].Split(":")[1].Split("mm")[0]);
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}
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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huiYan_Txt.text = "暴露会厌:" + (isHuiYan ? "是" : "否");
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qiGuanDeep_Txt.text = "气管导管插入深度:" + qiGuanDeep + " mm";
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 189e63231d0003643b617b35a94e965c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -26,8 +26,12 @@ namespace DongWuYiXue.QiGuanChaGuan
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{
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base.OnStateStay();
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if (isChaRu)
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{
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if (Input.GetKeyDown(KeyCode.L))
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{
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//if (Input.GetKeyDown(KeyCode.L))
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//{
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// chaRuValue = 1;
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//}
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if (GameManager.Instance.senSor.GetSensor<QiGuanChaGuan_Sensor>().isHuiYan)
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{
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chaRuValue = 1;
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}
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@ -28,7 +28,11 @@ namespace DongWuYiXue.QiGuanChaGuan
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if (isChaRu)
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{
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if (Input.GetKeyDown(KeyCode.L))
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//if (Input.GetKeyDown(KeyCode.L))
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//{
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// chaRuValue = 1;
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//}
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if (GameManager.Instance.senSor.GetSensor<QiGuanChaGuan_Sensor>().qiGuanDeep > 60)
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{
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chaRuValue = 1;
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}
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@ -23,20 +23,20 @@ namespace DongWuYiXue.QiGuanChaGuan
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fsm.ShowTip(1);
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fsm.PlayBgm(1);
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openValue = 0;
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//cor = Game.Instance.IEnumeratorManager.Run(3.0f, () =>
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//{
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cor = Game.Instance.IEnumeratorManager.Run(3.0f, () =>
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{
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isOpen = true;
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//});
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});
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}
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public override void OnStateStay()
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{
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base.OnStateStay();
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if (isOpen)
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{
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if (Input.GetKeyDown(KeyCode.L))
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{
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//if (Input.GetKeyDown(KeyCode.L))
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//{
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openValue = 1;
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}
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//}
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fsm.PlayClip("´ňżŞżÚÇť1_TimeLine", null, openValue);
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if (openValue >= 1.0f)
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{
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