This commit is contained in:
王建超 2026-04-12 16:41:37 +08:00
parent e6414350dd
commit 875ca1d5b6
84 changed files with 13371 additions and 1911 deletions

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@ -37,7 +37,7 @@ public class ChatUI : MonoBehaviour
private float wakeUpCountdownTime = 5f;
private float wakeUpCurrentTime;
private Coroutine coroutine;
public XunFeiWakeup xunFeiWakeup;//语音唤醒
public ZXKWakeup xunFeiWakeup;//语音唤醒
private bool chatUIOpen;
private string speakTxt;
public string SpeakTxt
@ -66,15 +66,6 @@ public class ChatUI : MonoBehaviour
thinking = value;
}
}
//private bool typing;
//public bool Typing
//{
// get { return typing; }
// set
// {
// typing = value;
// }
//}
private bool closed;
Action action;
private void Awake()
@ -162,7 +153,7 @@ public class ChatUI : MonoBehaviour
if (!string.IsNullOrEmpty(str))
{
Thinking = true;
ChatAI.Instance.SendData(/*Regex.Replace(str, @"[\p{P}\p{S}]", "")*/str, str =>
ChatAI.Instance.SendData(str, str =>
{
Thinking = false;
wakeUpCurrentTime = 0;
@ -174,11 +165,8 @@ public class ChatUI : MonoBehaviour
}
else
{
//coroutine = StartCoroutine(TypeText(0.18f * str.Length, str, str => GenChatTxt(str), () => Typing = false));
GenChatTxt(str);
//Typing = false;
OnAppendMsg(0, MsgTypeEnum.Str, str);
//Typing = true;
ChatAI.Instance.PlayVoice(str, clip => {
audioSource.clip = clip;
audioSource.Play();
@ -196,7 +184,7 @@ public class ChatUI : MonoBehaviour
if (!string.IsNullOrEmpty(str))
{
Thinking = true;
ChatAI.Instance.SendData(/*Regex.Replace(str, @"[\p{P}\p{S}]", "")*/str, str =>
ChatAI.Instance.SendData(Regex.Replace(str, @"[\p{P}\p{S}]", ""), str =>
{
Thinking = false;
wakeUpCurrentTime = 0;
@ -208,11 +196,8 @@ public class ChatUI : MonoBehaviour
}
else
{
//coroutine = StartCoroutine(TypeText(0.18f * str.Length, str, str => GenChatTxt(str), () => Typing = false));
GenChatTxtNext(str);
//Typing = false;
OnAppendMsg(0, MsgTypeEnum.Str, str);
//Typing = true;
ChatAI.Instance.PlayVoice(str, clip => {
audioSource.clip = clip;
audioSource.Play();
@ -242,7 +227,6 @@ public class ChatUI : MonoBehaviour
private void ResponseCallBack(string _response)
{
_response = _response.Trim();
//VoiceBtnEnable();
m_SendBtn.interactable = true;
if (!string.IsNullOrEmpty(_response))
{
@ -333,7 +317,7 @@ public class ChatUI : MonoBehaviour
}
void Listener()
{
if (wakeUpCurrentTime <= 0 && !Thinking && /*!Typing*/ /*&& !audioSource.isPlaying &&*/ !chatUIOpen && !prefab_v_next.activeSelf && !prefab_h_next.activeSelf)
if (wakeUpCurrentTime <= 0 && !Thinking && !chatUIOpen && !prefab_v_next.activeSelf && !prefab_h_next.activeSelf)
{
closed = false;
wakeUpCurrentTime = 0;
@ -341,42 +325,17 @@ public class ChatUI : MonoBehaviour
audioSource.Stop();
if (coroutine != null) StopCoroutine(coroutine);
GenChatTxt("你好,我在");
//Typing = true;
audioSource.clip = welcomeAudioCilp;
audioSource.Play();
coroutine = StartCoroutine(WaitExecute(welcomeAudioCilp.length, () => {
wakeUpCurrentTime = wakeUpCountdownTime;
//Typing = false;
ChatAI.Instance.StartRecording(str => {
SpeakTxt = str;
});
}));
}
}
//void Check(string txt)
//{
// if (wakeUpCurrentTime <= 0 && Regex.Replace(txt, @"[\p{P}\p{S}]", "").Contains("小智小智") && !Thinking && !Typing && !audioSource.isPlaying && !chatUIOpen)
// {
// closed = false;
// wakeUpCurrentTime = 0;
// ChatAI.Instance.StopVoice();
// audioSource.Stop();
// if (coroutine != null) StopCoroutine(coroutine);
// GenChatTxt("你好,我在");
// Typing = true;
// audioSource.clip = welcomeAudioCilp;
// audioSource.Play();
// coroutine = StartCoroutine(WaitExecute(welcomeAudioCilp.length + 1.5f, () => {
// wakeUpCurrentTime = wakeUpCountdownTime;
// Typing = false;
// }));
// }
// if (!audioSource.isPlaying && wakeUpCurrentTime > 0 && !Thinking && !Typing && !closed && !chatUIOpen)
// {
// Debug.Log("语音正在输入中: " + Regex.Replace(txt, @"[\p{P}\p{S}]", ""));
// SpeakTxt = txt;
// }
//}
void GenChatTxt(string txt)
{
int lineCount = Regex.Matches(txt, @"\r\n|\r|\n").Count + 1;
@ -418,7 +377,6 @@ public class ChatUI : MonoBehaviour
wakeUpCurrentTime = 0;
ChatAI.Instance.StopRecording();
Thinking = false;
//Typing = false;
ChatAI.Instance.StopVoice();
ChatAI.Instance.StopSend();
audioSource.Stop();
@ -433,6 +391,7 @@ public class ChatUI : MonoBehaviour
{
CloseChatTxt();
action?.Invoke();
action = null;
}
IEnumerator WaitExecute(float t, Action callBack)
@ -440,14 +399,4 @@ public class ChatUI : MonoBehaviour
yield return new WaitForSeconds(t);
callBack?.Invoke();
}
//IEnumerator TypeText(float totalTime, string fullText, Action<string> callBack, Action action)
//{
// float timePerCharacter = totalTime / fullText.Length;
// for (int i = 0; i <= fullText.Length; i++)
// {
// callBack?.Invoke(fullText.Substring(0, i));
// yield return new WaitForSeconds(timePerCharacter);
// }
// action?.Invoke();
//}
}

View File

@ -2,6 +2,7 @@ using LitJson;
using System;
using System.Collections;
using System.Text;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.Networking;
using YiLiao.Main;
@ -79,7 +80,10 @@ public class ChatZxkAI : LLM
Debug.Log(responseBody["choices"][0]["message"]["content"].ToString() + "\nAI-ºÄʱ" + stopwatch.Elapsed.TotalSeconds);
assistant = responseBody["choices"][0]["message"]["content"].ToString();
//»Øµ÷
_callback?.Invoke(responseBody["choices"][0]["message"]["content"].ToString());
string pattern = @"\[.*?\]|\(CITE\)";
//执行替换,将匹配到的内容替换为空字符串
string result = Regex.Replace(assistant, pattern, "");
_callback?.Invoke(result);
success = true;
}
else if (coroutineRunning)

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 通用工具
/// </summary>
public class CommonTools
{
/// <summary>
/// 获取角度
/// </summary>.
/// <returns></returns>
public static float GetDu(string data1, string data2)
{
float loData = (Convert.ToInt32(data1, 16) << 8 | Convert.ToInt32(data2, 16)) / 100f;
if (loData > 360)
{
loData = 360 - (Convert.ToInt32("0xffff", 16) - (Convert.ToInt32(data1, 16) << 8 | Convert.ToInt32(data2, 16))) / 100f;
}
return loData;
}
/// <summary>
/// 获取数据
/// </summary>
/// <param name="data1"></param>
/// <param name="data2"></param>
/// <returns></returns>
public static float GetShuJu(string data1, string data2)
{
return Convert.ToInt32(data1, 16) * 256 + Convert.ToInt32(data2, 16);
}
/// <summary>
/// 获取角度
/// </summary>
public static Quaternion GetEuler(float pitch, float yaw, float roll)
{
Vector3 eulerAngles2 = new(pitch, yaw, roll);
return Quaternion.Euler(eulerAngles2);
}
#region 16
/// <summary>
/// 字节数组转16进制字符串
/// </summary>
public static string byteToHexStr(byte[] bytes)
{
string returnStr = "";
if (bytes != null)
{
for (int i = 0; i < bytes.Length; i++)
{
returnStr += bytes[i].ToString("X2");
returnStr += "-";
}
}
return returnStr;
}
/// <summary>
/// 字符串转16进制
/// </summary>
/// <param name="input">要转格式的字符串</param>
/// <returns>转化为16进制的字符串</returns>
private static string ToSixteen(string input)
{
char[] values = input.ToCharArray();
string end = string.Empty;
foreach (char letter in values)
{
int value = Convert.ToInt32(letter);
string hexoutput = string.Format("{0:X}", value); //0 表示占位符 x或X表示十六进制
end += hexoutput + "_";
}
end = end.Remove(end.Length - 1);
return end;
}
/// <summary>
/// 16进制转回字符串
/// </summary>
/// <param name="input">16进制</param>
/// <returns>转回的字符串</returns>
private static string ToMyString(string input)
{
string[] hexvaluesplit = input.Split('_');
string end = string.Empty;
foreach (string hex in hexvaluesplit)
{
int value = Convert.ToInt32(hex, 16);
string stringvalue = char.ConvertFromUtf32(value);
char charValue = (char)value;
end += charValue;
}
return end;
}
/// <summary>
/// 字符串转字节流
/// </summary>
/// <param name="hexStr"></param>
/// <returns></returns>
public static byte[] HexStringToBytes(string hexStr)
{
if (string.IsNullOrEmpty(hexStr))
{
return new byte[0];
}
if (hexStr.StartsWith("0x"))
{
hexStr = hexStr.Remove(0, 2);
}
var count = hexStr.Length;
var byteCount = count / 2;
var result = new byte[byteCount];
for (int ii = 0; ii < byteCount; ++ii)
{
var tempBytes = Byte.Parse(hexStr.Substring(2 * ii, 2), System.Globalization.NumberStyles.HexNumber);
result[ii] = tempBytes;
}
return result;
}
/// <summary>
/// 字符串转字节流 -- 推荐用法
/// </summary>
public static byte[] Convert16(string strText)
{
strText = strText.Replace(" ", "");
byte[] bText = new byte[strText.Length / 2];
for (int i = 0; i < strText.Length / 2; i++)
{
bText[i] = Convert.ToByte(Convert.ToInt32(strText.Substring(i * 2, 2), 16));
}
return bText;
}
#endregion
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// ´«¸ÐÆ÷»ùÀà
/// </summary>
public abstract class Sensor : MonoBehaviour
{
SensorManager sensorManager;
public void Init(SensorManager sm)
{
sensorManager = sm;
}
public void SendData(string data)
{
sensorManager.SendFunction(data);
}
public virtual void ReceiveData(string datas)
{
if (!gameObject.activeSelf) return;
Display(datas);
}
public virtual void Display(string datas)
{
}
}

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using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
public class TZQ_Sensor : Sensor
{
[SerializeField]
Text txt;
public int positionValue = 0;
public override void ReceiveData(string datas)
{
base.ReceiveData(datas);
Regex regex = new Regex(@"Position:(\d+)");
Match match = regex.Match(datas);
if (match.Success)
{
if (int.TryParse(match.Groups[1].Value, out positionValue))
{
txt.text = "µãλ:" + positionValue;
}
}
}
}

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using NAudio.Wave;
using System;
using System.IO;
using System.IO.Ports;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
/// <summary>
/// 语音工具
/// </summary>
public class ZXKWakeup : Sensor
{
//唤醒词:小智小智
public Action callBack;//唤醒回调
public override void ReceiveData(string datas)
{
base.ReceiveData(datas);
if (datas.TrimEnd('\n', '\r') == "hello")
{
callBack?.Invoke();
}
}
}

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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Data.SqlTypes;
using System.IO.Ports;
using System.Text;
using System.Threading;
//using UnityEditor.PackageManager.UI;
using UnityEngine;
using UnityThreadingUtils;
using ZXKFramework;
public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
{
public enum DataType
{
,
,
}
#region ,
[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();
public GameObject sensorView;
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.:
dataReceiveThread = new Thread(new ThreadStart(DataReceiveBytesThread));
break;
case DataType.:
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);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (sensorView.activeSelf)
{
sensorView.SetActive(false);
}
else
{
sensorView.SetActive(true);
}
}
}
/// <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
//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();
sp = null;
dataReceiveThread.Abort();
Debug.Log("串口关闭");
}
catch (Exception)
{
Debug.Log("串口关闭失败");
}
}
#endregion
#region Unity 退
private void OnApplicationQuit()
{
ClosePort();
}
private void OnDisable()
{
this.Log("为什么关闭了:" + gameObject.name);
ClosePort();
}
#endregion
}

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@ -1,9 +1,18 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class BenMaLvState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
@ -11,25 +20,48 @@ namespace YiLiao.XinFeiTingZhen
fsm.PlayBgm(0);
fsm.PlayClip("±¼ÂíÂÉ");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("奔马律2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》奔马律", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("奔马律2");
fsm.nextState = true;
});
});
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:10;%");
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("奔马律2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》奔马律", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("奔马律2");
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("奔马律_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》奔马律", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("奔马律2");
step = false;
fsm.StopClip("奔马律_听诊器");
fsm.nextState = false;
}
}

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@ -1,40 +1,72 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class DiYiDiErXinYinJianRuoState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:6;%");
fsm.PlayClip("µÚÒ»µÚ¶þÐÄÒô¼õÈõ");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("第一第二心音减弱2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音减弱》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("第一第二心音减弱2");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音减弱》步骤2", 5, 0, 0, () => {
fsm.nextState = true;
});
});
});
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("第一第二心音减弱2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音减弱》步骤1", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("第一第二心音减弱2");
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音减弱》步骤2", 5, 0, 0, () => {
// fsm.nextState = true;
// });
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("第一第二心音减弱_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音减弱》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("第一第二心音减弱_听诊器");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音减弱》步骤2", 5, 0, 0, () => {
fsm.nextState = true;
});
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("第一第二心音减弱2");
step = false;
fsm.StopClip("第一第二心音减弱_听诊器");
fsm.nextState = false;
}
}

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@ -1,42 +1,76 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class DiYiDiErXinYinZengQiangState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:5;%");
fsm.PlayClip("µÚÒ»µÚ¶þÐÄÒôÔöÇ¿");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("第一第二心音增强2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音增强》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("第一第二心音增强2");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤2", 3, 0, 0, () => {
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤3", 4, 0, 0, () => {
fsm.nextState = true;
});
});
});
});
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("第一第二心音增强2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音增强》步骤1", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("第一第二心音增强2");
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤2", 3, 0, 0, () => {
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤3", 4, 0, 0, () => {
// fsm.nextState = true;
// });
// });
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("第一第二心音增强_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》第一/第二心音增强》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("第一第二心音增强_听诊器");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤2", 3, 0, 0, () => {
fsm.ShowTxtQuestion("心脏听诊》病理性心音》第一/第二心音增强》步骤3", 4, 0, 0, () => {
fsm.nextState = true;
});
});
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("第一第二心音增强2");
step = false;
fsm.StopClip("第一第二心音增强_听诊器");
fsm.nextState = false;
}
}

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@ -1,37 +1,66 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class DouXingXinDongGuoHuanState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:4;%");
fsm.PlayClip("ñ¼ÐÔÐ͝¹ý»º");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("窦性心动过缓2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过缓", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
});
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("窦性心动过缓2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过缓", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("窦性心动过缓_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过缓", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("窦性心动过缓2");
step = false;
fsm.StopClip("窦性心动过缓_听诊器");
fsm.nextState = false;
}
}

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@ -1,38 +1,75 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class DouXingXinDongGuoSuState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:3;%");
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.PlayClip("ñ¼ÐÔÐ͝¹ýËÙ");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("窦性心动过速2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过速》步骤1",null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("窦性心动过速2");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》窦性心动过速》步骤2", 2, 0, 0, () =>
{
fsm.nextState = true;
});
});
});
step = true;
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("窦性心动过速2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过速》步骤1",null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("窦性心动过速2");
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》窦性心动过速》步骤2", 2, 0, 0, () =>
// {
// fsm.nextState = true;
// });
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("窦性心动过速_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》窦性心动过速》步骤1", null);
fsm.ShowNextPanel(() => {
fsm.StopClip("窦性心动过速_听诊器");
ChatUI.Instance.CloseChatTxt();
fsm.ShowTxtQuestion("心脏听诊》病理性心音》窦性心动过速》步骤2", 2, 0, 0, () =>
{
fsm.nextState = true;
});
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("窦性心动过速2");
step = false;
fsm.StopClip("窦性心动过速_听诊器");
fsm.nextState = false;
}
}

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@ -1,9 +1,18 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class JinShuYangXinYinState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
@ -11,25 +20,48 @@ namespace YiLiao.XinFeiTingZhen
fsm.PlayBgm(0);
fsm.PlayClip("½ðÊôÑùÐÄÒô");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("金属样心音2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》金属样心音", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("金属样心音2");
fsm.nextState = true;
});
});
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:8;%");
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("金属样心音2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》金属样心音", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("金属样心音2");
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("金属样心音_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》金属样心音", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("金属样心音2");
step = false;
fsm.StopClip("金属样心音_听诊器");
fsm.nextState = false;
}
}

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@ -1,9 +1,18 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class QianQiShouSuoState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
@ -11,27 +20,53 @@ namespace YiLiao.XinFeiTingZhen
fsm.PlayBgm(0);
fsm.PlayClip("ÆÚǰÊÕËõ");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("期前收缩2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》期前收缩》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("期前收缩2");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》期前收缩》步骤2", 8, 0, 0, () => {
fsm.nextState = true;
});
});
});
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:11;%");
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// //fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("期前收缩_听诊器");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》期前收缩》步骤1", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("期前收缩_听诊器");
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》期前收缩》步骤2", 8, 0, 0, () => {
// fsm.nextState = true;
// });
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("期前收缩_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》期前收缩》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("期前收缩_听诊器");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》期前收缩》步骤2", 8, 0, 0, () => {
fsm.nextState = true;
});
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("期前收缩2");
step = false;
fsm.StopClip("期前收缩_听诊器");
fsm.nextState = false;
}
}

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@ -0,0 +1,19 @@
using FSM;
namespace YiLiao.XinFeiTingZhen
{
public class TestState : FsmState<FSMManager>
{
public override void OnStateEnter()
{
base.OnStateEnter();
}
public override void OnStateStay()
{
base.OnStateStay();
}
public override void OnStateExit()
{
base.OnStateExit();
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 873f0e5ccc9a232428be5933c654035e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,42 +1,76 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class XinYinFenLieHeChongFuState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.PlayClip("ÐÄÒô·ÖÁѺÍÖØ¸´");
step = true;
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("心音分裂和重复2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音分裂和重复》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("心音分裂和重复2");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤2", 6, 0, 0, () => {
fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤3", 7, 0, 0, () => {
fsm.nextState = true;
});
});
});
});
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:9;%");
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("心音分裂和重复2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音分裂和重复》步骤1", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("心音分裂和重复2");
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤2", 6, 0, 0, () => {
// fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤3", 7, 0, 0, () => {
// fsm.nextState = true;
// });
// });
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("心音分裂和重复_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音分裂和重复》步骤1", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("心音分裂和重复_听诊器");
fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤2", 6, 0, 0, () => {
fsm.ShowTxtQuestion("心脏听诊》病理性心音》心音分裂和重复》步骤3", 7, 0, 0, () => {
fsm.nextState = true;
});
});
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("心音分裂和重复2");
step = false;
fsm.StopClip("心音分裂和重复_听诊器");
fsm.nextState = false;
}
}

View File

@ -1,35 +1,67 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class XinYinHunZhuoState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
step = true;
GameManager.Instance.sensorManager.SendFunction("#ID:5;SONG:7;%");
fsm.PlayClip("ÐÄÒô»ë×Ç");
fsm.Light_EnableInteraction("group22");
fsm.InteractionDown("group22", obj => {
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("心音浑浊2");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音浑浊", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.StopClip("心音浑浊2");
fsm.nextState = true;
});
});
//fsm.InteractionDown("group22", obj => {
// fsm.StopBgm();
// fsm.Unlight_DisableInteraction("group22");
// fsm.InteractionDown("group22", null);
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("心音浑浊2");
// ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音浑浊", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.StopClip("心音浑浊2");
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "5" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
fsm.Unlight_DisableInteraction("group22");
//fsm.InteractionDown("group22", null);
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("心音浑浊_听诊器");
ChatUI.Instance.SendAI("心脏听诊》病理性心音》心音浑浊", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("心音浑浊2");
step = false;
fsm.StopClip("心音浑浊_听诊器");
fsm.nextState = false;
}
}

View File

@ -1,55 +1,91 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class ZhengChangDiErXinYinState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
GameManager.Instance.sensorManager.SendFunction("#ID:3,4;SONG:2,2;%");
fsm.ShowTip(0);
fsm.PlayBgm(0);
fsm.PlayClip("正常第二心音", () => {
fsm.Light_EnableInteraction("主动脉瓣口");
fsm.Light_EnableInteraction("肺动脉瓣口");
fsm.ShowArrow("请将实物听诊器听诊头放置在如图示犬的第一心音最强听取点听诊正常心音", "主动脉瓣口", false, 0, 0, 20);
step = true;
});
fsm.InteractionDown("主动脉瓣口", obj => {
fsm.StopBgm();
fsm.InteractionDown("主动脉瓣口", null);
fsm.InteractionDown("肺动脉瓣口", null);
fsm.Unlight_DisableInteraction("肺动脉瓣口");
fsm.Unlight_DisableInteraction("主动脉瓣口");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("正常第二心音2");
ChatUI.Instance.SendAI("心脏听诊》正常心音》正常第二心音", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
});
fsm.InteractionDown("肺动脉瓣口", obj => {
fsm.StopBgm();
fsm.InteractionDown("肺动脉瓣口", null);
fsm.InteractionDown("主动脉瓣口", null);
fsm.Unlight_DisableInteraction("肺动脉瓣口");
fsm.Unlight_DisableInteraction("主动脉瓣口");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("正常第二心音2");
ChatUI.Instance.SendAI("心脏听诊》正常心音》正常第二心音", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
});
//fsm.InteractionDown("主动脉瓣口", obj => {
// fsm.StopBgm();
// fsm.InteractionDown("主动脉瓣口", null);
// fsm.InteractionDown("肺动脉瓣口", null);
// fsm.Unlight_DisableInteraction("肺动脉瓣口");
// fsm.Unlight_DisableInteraction("主动脉瓣口");
// fsm.HideArrow();
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("正常第二心音2");
// ChatUI.Instance.SendAI("心脏听诊》正常心音》正常第二心音", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.nextState = true;
// });
//});
//fsm.InteractionDown("肺动脉瓣口", obj => {
// fsm.StopBgm();
// fsm.InteractionDown("肺动脉瓣口", null);
// fsm.InteractionDown("主动脉瓣口", null);
// fsm.Unlight_DisableInteraction("肺动脉瓣口");
// fsm.Unlight_DisableInteraction("主动脉瓣口");
// fsm.HideArrow();
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("正常第二心音2");
// ChatUI.Instance.SendAI("心脏听诊》正常心音》正常第二心音", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "3" || PositionValue == "4" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
//fsm.InteractionDown("肺动脉瓣口", null);
//fsm.InteractionDown("主动脉瓣口", null);
fsm.Unlight_DisableInteraction("肺动脉瓣口");
fsm.Unlight_DisableInteraction("主动脉瓣口");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("正常第二心音_听诊器");
ChatUI.Instance.SendAI("心脏听诊》正常心音》正常第二心音", null);
fsm.ShowNextPanel(() =>
{
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("正常第二心音2");
step = false;
fsm.StopClip("正常第二心音_听诊器");
fsm.nextState = false;
}
}

View File

@ -1,55 +1,91 @@
using FSM;
using UnityEngine;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
{
public class ZhengChangDiYiXinYinState : FsmState<FSMManager>
{
bool step;
string PositionValue
{
get
{
return GameManager.Instance.sensorManager.GetSensor<TZQ_Sensor>().positionValue.ToString();
}
}
public override void OnStateEnter()
{
base.OnStateEnter();
fsm.ShowTip(0);
fsm.PlayBgm(0);
GameManager.Instance.sensorManager.SendFunction("#ID:1,2;SONG:1,1;%");
fsm.PlayClip("正常第一心音", () =>{
fsm.Light_EnableInteraction("二尖瓣口");
fsm.Light_EnableInteraction("三尖瓣口");
fsm.ShowArrow("请将实物听诊器听诊头放置在如图示犬的第一心音最强听取点听诊正常心音", "二尖瓣口",false, 0, 0, 20);
step = true;
});
fsm.InteractionDown("媼潑國諳", obj => {
fsm.StopBgm();
fsm.InteractionDown("媼潑國諳",null);
fsm.InteractionDown("ʊ潑國諳", null);
fsm.Unlight_DisableInteraction("媼潑國諳");
fsm.Unlight_DisableInteraction("ʊ潑國諳");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("淏都菴珨陑秞2");
ChatUI.Instance.SendAI("陑婄泭淖◎淏都陑秞◎淏都菴珨陑秞", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
});
fsm.InteractionDown("ʊ潑國諳", obj => {
fsm.StopBgm();
fsm.InteractionDown("媼潑國諳", null);
fsm.InteractionDown("ʊ潑國諳", null);
fsm.Unlight_DisableInteraction("媼潑國諳");
fsm.Unlight_DisableInteraction("ʊ潑國諳");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("淏都菴珨陑秞2");
ChatUI.Instance.SendAI("陑婄泭淖◎淏都陑秞◎淏都菴珨陑秞", null);
fsm.ShowNextPanel(() => {
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
});
//fsm.InteractionDown("媼潑國諳", obj => {
// fsm.StopBgm();
// fsm.InteractionDown("媼潑國諳",null);
// fsm.InteractionDown("ʊ潑國諳", null);
// fsm.Unlight_DisableInteraction("媼潑國諳");
// fsm.Unlight_DisableInteraction("ʊ潑國諳");
// fsm.HideArrow();
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("淏都菴珨陑秞2");
// ChatUI.Instance.SendAI("陑婄泭淖◎淏都陑秞◎淏都菴珨陑秞", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.nextState = true;
// });
//});
//fsm.InteractionDown("ʊ潑國諳", obj => {
// fsm.StopBgm();
// fsm.InteractionDown("媼潑國諳", null);
// fsm.InteractionDown("ʊ潑國諳", null);
// fsm.Unlight_DisableInteraction("媼潑國諳");
// fsm.Unlight_DisableInteraction("ʊ潑國諳");
// fsm.HideArrow();
// Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
// fsm.PlayClip("淏都菴珨陑秞2");
// ChatUI.Instance.SendAI("陑婄泭淖◎淏都陑秞◎淏都菴珨陑秞", null);
// fsm.ShowNextPanel(() => {
// ChatUI.Instance.CloseChatTxt();
// fsm.nextState = true;
// });
//});
}
public override void OnStateStay()
{
base.OnStateStay();
if (PositionValue == "1" || PositionValue == "2" || Input.GetKeyDown(KeyCode.L))
{
if (step)
{
step = false;
fsm.StopBgm();
//fsm.InteractionDown("媼潑國諳", null);
//fsm.InteractionDown("ʊ潑國諳", null);
fsm.Unlight_DisableInteraction("媼潑國諳");
fsm.Unlight_DisableInteraction("ʊ潑國諳");
fsm.HideArrow();
Game.Instance.eventManager.Raise(new PlayTrueOrFalseEvent() { isTrue = true });
fsm.PlayClip("淏都菴珨陑秞_泭淖け");
ChatUI.Instance.SendAI("陑婄泭淖◎淏都陑秞◎淏都菴珨陑秞", null);
fsm.ShowNextPanel(() =>
{
ChatUI.Instance.CloseChatTxt();
fsm.nextState = true;
});
}
}
}
public override void OnStateExit()
{
base.OnStateExit();
fsm.StopClip("淏都菴珨陑秞2");
step = false;
fsm.StopClip("淏都菴珨陑秞_泭淖け");
fsm.nextState = false;
}
}

View File

@ -35,6 +35,7 @@ namespace YiLiao.XinFeiTingZhen
public bool test;
[HideInInspector]
public SceneDataHandler sceneDataHandler;
public SensorManager sensorManager;
IEnumerator Start()
{

View File

@ -1,5 +1,4 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using ZXKFramework;
namespace YiLiao.XinFeiTingZhen
@ -42,7 +41,7 @@ namespace YiLiao.XinFeiTingZhen
if (MVC.GetModel<Main.GameModel>().modeType == ModeType.ShiXun && !string.IsNullOrEmpty(stepName))
{
subAction?.Invoke(false);
ChatUI.Instance.SendAI("用户位于:"+ stepName + ",用户的作答为:" + txtSelectManagers[id].GetYourAnswer() + ",请告诉用户正确答案和解析,字数控制在120字以内。", null);
//ChatUI.Instance.SendAI("用户位于:"+ stepName + ",用户的作答为:" + txtSelectManagers[id].GetYourAnswer() + ",请告诉用户正确答案和解析,字数控制在120字以内。", null);
}
else
{

View File

@ -818,7 +818,8 @@ PlayerSettings:
gcIncremental: 0
assemblyVersionValidation: 1
gcWBarrierValidation: 0
apiCompatibilityLevelPerPlatform: {}
apiCompatibilityLevelPerPlatform:
Standalone: 3
m_RenderingPath: 1
m_MobileRenderingPath: 1
metroPackageName: com.unity.template-starter-kit

View File

@ -1,5 +1,4 @@
2025/09/29 15:17:42
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