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47 changed files with 285 additions and 3219 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Security.Cryptography;
using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.Rendering;
using UnityEngine.UI;
using static UnityEditor.Progress;
[RequireComponent(typeof(Camera))]
public class ScreenShotPainter : MonoBehaviour

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@ -137,10 +137,8 @@ GameObject:
- component: {fileID: 547432240}
- component: {fileID: 547432239}
- component: {fileID: 547432238}
- component: {fileID: 547432237}
- component: {fileID: 547432236}
- component: {fileID: 547432244}
- component: {fileID: 547432245}
m_Layer: 0
m_Name: FlyCamera
m_TagString: MainCamera
@ -166,33 +164,6 @@ MonoBehaviour:
enableCollision: 1
isMov: 1
isRot: 1
--- !u!54 &547432237
Rigidbody:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 547432235}
serializedVersion: 4
m_Mass: 1
m_Drag: 0
m_AngularDrag: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_ImplicitCom: 1
m_ImplicitTensor: 1
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
m_CollisionDetection: 0
--- !u!136 &547432238
CapsuleCollider:
m_ObjectHideFlags: 0
@ -210,7 +181,7 @@ CapsuleCollider:
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
m_Enabled: 0
serializedVersion: 2
m_Radius: 1.0228593
m_Height: 2.045719
@ -307,7 +278,7 @@ Camera:
y: 0
width: 1
height: 1
near clip plane: 0.3
near clip plane: 0.01
far clip plane: 1000
field of view: 60
orthographic: 0
@ -335,13 +306,13 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 547432235}
serializedVersion: 2
m_LocalRotation: {x: 0.059811153, y: 0.9234663, z: -0.16098467, w: 0.34309843}
m_LocalPosition: {x: -4.2800546, y: 3.0786743, z: 3.6917665}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0.77, y: 1.978, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 19.976, y: 11.67, z: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &547432244
MonoBehaviour:
m_ObjectHideFlags: 0
@ -355,32 +326,6 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
animSpeed: 1
--- !u!143 &547432245
CharacterController:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 547432235}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
m_Height: 0.13
m_Radius: 0.03
m_SlopeLimit: 10
m_StepOffset: 0.1
m_SkinWidth: 0.0001
m_MinMoveDistance: 0.001
m_Center: {x: 0, y: 0, z: 0}
--- !u!1 &555070715
GameObject:
m_ObjectHideFlags: 0

View File

@ -60,22 +60,7 @@ namespace QFramework
int.TryParse(index, out matIndex);
if (string.IsNullOrEmpty(matName) == false)
{
//mesh.materials[matIndex].CopyMatchingPropertiesFromMaterial();
var mat = Resources.Load<Material>("Mat/" + matName);
var mats = new Material[mesh.materials.Length];
for (int i = 0; i < mesh.materials.Length; i++)
{
if (i == matIndex)
{
mats[i] = mat;
}
else
{
mats[i] = mesh.materials[i];
}
}
mesh.materials = mats;
mesh.materials[matIndex] = Resources.Load<Material>("Mat/" + matName);
}
if (mainTexture != null)
{

View File

@ -22,7 +22,6 @@ public class TimeLineAction : IAction
string frame;
string endFrame;
float curEndFrame = -1;
string speed = "1";
GameObject obj = null;
PlayableDirector play = null;
float fps = 24;
@ -39,7 +38,6 @@ public class TimeLineAction : IAction
retNode.isWait = datas.ContainsKey("isWait") ? datas["isWait"] : "true";
retNode.frame = datas.ContainsKey("frame") ? datas["frame"] : string.Empty;
retNode.endFrame = datas.ContainsKey("endFrame") ? datas["endFrame"] : string.Empty;
retNode.speed = datas.ContainsKey("speed") ? datas["speed"] : string.Empty;
retNode.curEndFrame = -1;
retNode.play = null;
return retNode;
@ -64,7 +62,6 @@ public class TimeLineAction : IAction
{
play.Stop();
play.time = curEndFrame / 24;
play.Evaluate();
}
if (play.state != PlayState.Playing)
{
@ -105,36 +102,12 @@ public class TimeLineAction : IAction
float.TryParse(frame, out curFrame);
}
play.time = curFrame / fps;
float curSpeed = 1;
if (float.TryParse(speed, out curSpeed) == false)
{
curSpeed = 1;
}
play.Play();
if (string.IsNullOrEmpty(endFrame) == false)
{
float.TryParse(endFrame, out curEndFrame);
}
if (!play.playableGraph.IsValid())
{
play.RebuildGraph();
}
if (curFrame == curEndFrame)
{
play.time = curEndFrame / 24;
play.Evaluate();
Finished();
}
else
{
play.playableGraph.GetRootPlayable(0).SetSpeed(curSpeed);
play.Play();
}
bool iswait = true;
bool.TryParse(isWait, out iswait);
if (iswait == false)

View File

@ -83,10 +83,6 @@ public class ScoreController : MonoSingleton<ScoreController>
scoreDict[key].value = 0;
}
}
else
{
Debug.LogError("没有找到 评分点:" + key);
}
}

View File

@ -22,16 +22,11 @@ public class FreeCameraController : MonoBehaviour
private float yRotation = 0.0f;
public bool isMov = true;
public bool isRot = true;
CharacterController ctrlor;
private void Awake()
{
instance = this;
DontDestroyOnLoad(this);
// Cm = GameObject.Find("Mcam");
ctrlor = GetComponent<CharacterController>();
Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
}
@ -58,55 +53,15 @@ public class FreeCameraController : MonoBehaviour
{
if (isMov)
{
//// 相机移动
//float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
//float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
// 相机移动
float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
//Vector3 move = transform.right * horizontal + transform.forward * vertical;
//transform.position += move;
//W键前进
if (Input.GetKey(KeyCode.W))
{
Vector3 forward = transform.TransformDirection(Vector3.forward);
ctrlor.Move(forward * moveSpeed * Time.deltaTime);
}
//S键后退
if (Input.GetKey(KeyCode.S))
{
Vector3 back = transform.TransformDirection(Vector3.back);
ctrlor.Move(back * moveSpeed * Time.deltaTime);
}
//A键移动
if (Input.GetKey(KeyCode.A))
{
Vector3 left = transform.TransformDirection(Vector3.left);
ctrlor.Move(left * moveSpeed * Time.deltaTime);
}
//D键后退
if (Input.GetKey(KeyCode.D) && gameObject.transform.position.y > 0)
{
Vector3 right = transform.TransformDirection(Vector3.right);
ctrlor.Move(right * moveSpeed * Time.deltaTime);
}
//E键升高
if (Input.GetKey(KeyCode.Q))
{
Vector3 upward = transform.TransformDirection(Vector3.up);
ctrlor.Move(upward * moveSpeed * Time.deltaTime);
}
//E键升高
if (Input.GetKey(KeyCode.E))
{
Vector3 down = transform.TransformDirection(Vector3.down);
ctrlor.Move(down * moveSpeed * Time.deltaTime);
}
////添加相机QE上下移动功能
//transform.position+= GetInputTranslationDirection()*0.01f;
Vector3 move = transform.right * horizontal + transform.forward * vertical;
transform.position += move;
//添加相机QE上下移动功能
transform.position+= GetInputTranslationDirection()*0.004f;
}
if (isRot)

View File

@ -39,12 +39,12 @@ public class TimeScaleController : MonoBehaviour
}
if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
if (Input.GetKeyDown(KeyCode.C))
if (Input.GetKeyDown(KeyCode.Q))
{
string str = string.Empty;
str = $"{gameObject.transform.position}|{gameObject.transform.eulerAngles}";
#if UNITY_WEBGL
Debug.Log("Ctrl + Q 被按下!"+str);
Debug.Log("Ctrl + Q 被按下!");
CopyToClipboard(str);
#elif UNITY_STANDALONE_WIN && !UNITY_EDITOR
// ʾÀýÊý¾Ý
@ -53,14 +53,18 @@ public class TimeScaleController : MonoBehaviour
#endif
}
#if UNITY_STANDALONE_WIN &&!UNITY_EDITOR
if (Input.GetKeyDown(KeyCode.V))
if (Input.GetKeyDown(KeyCode.E))
{
string tmp = GUIUtility.systemCopyBuffer;
Debug.Log("当前剪贴板:" + tmp);
Debug.LogError("当前剪贴板:" + tmp);
tmp = tmp.Replace("(", "");
Debug.LogError(tmp);
tmp = tmp.Replace(")", "");
Debug.LogError(tmp);
var datas = tmp.Split('|');
Debug.LogError(datas[0]);
Debug.LogError(datas[1]);
gameObject.transform.position = Utility.GetVector3FromStrArray(datas[0]);
gameObject.transform.eulerAngles = Utility.GetVector3FromStrArray(datas[1]);
}

View File

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

@ -1,48 +0,0 @@
using Aspose.Words;
using Aspose.Words.Replacing;
using QFramework;
using System.IO;
using UnityEngine;
using System.Windows.Forms;
using Newtonsoft.Json.Linq;
using System;
public class AsposeHelper : MonoBehaviour
{
public static void Writer(string json, Action<DialogResult> callback = null)
{
// 加载Word文档
Document doc = new Document(Global.reportDemoPath);
JObject jObject = JObject.Parse(json);
foreach (JProperty property in jObject.Properties())
{
string key = property.Name;
string value = property.Value.ToString();
doc.Range.Replace($"{{{key}}}", $"{value}", new FindReplaceOptions());
}
// 替换文本
SaveWithDialog(doc, callback);
//Debug.Log("文档处理完成,新文档已保存到: " + outputFilePath);
}
private static void SaveWithDialog(Document doc, Action<DialogResult> callback)
{
SaveFileDialog dialog = new SaveFileDialog();
dialog.Filter = "Word文档|*.docx";
var result = dialog.ShowDialog();
if (result == DialogResult.OK)
{
doc.Save(dialog.FileName);
}
callback?.Invoke(result);
}
}

View File

@ -1,11 +0,0 @@
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defaultReferences: []
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View File

@ -3,6 +3,7 @@ using UnityEngine.UI;
using XMLTool;
using System.Collections.Generic;
using TMPro;
using UnityEditor.Hardware;
using DG.Tweening;
namespace QFramework.Example

View File

@ -21,7 +21,6 @@ namespace QFramework.Example
}
public partial class UICameraSwitch : UIPanel
{
bool firstFreeMove = true;
protected override void OnInit(IUIData uiData = null)
{
TypeEventSystem.Global.Register<OnModuleQuit>((arg) => Hide()).UnRegisterWhenGameObjectDestroyed(gameObject);
@ -115,14 +114,6 @@ namespace QFramework.Example
{
Near.isOn = false;
Far.isOn = false;
if (firstFreeMove)
{
UITipWindowData data = new UITipWindowData();
data.txt = "已切换至自由移动视角,点右下角按钮可回到预制视角。";
data.btns.Add(new UITipWindowData.ItemData() { txt = "确定" });
UIKit.OpenPanelAsync<UITipWindow>(canvasLevel: UILevel.PopUI, uiData: data).ToAction().StartGlobal();
firstFreeMove = false;
}
}
}

View File

@ -5,7 +5,7 @@ using QFramework;
namespace QFramework.Example
{
// Generate Id:f74eb422-cd3e-482e-ab12-950f7715d7bc
// Generate Id:031f03df-56cd-4f22-b0e4-b4cc8ddb2f1a
public partial class UIInstruction
{
public const string Name = "UIInstruction";
@ -22,8 +22,6 @@ namespace QFramework.Example
public UnityEngine.UI.Image OperationContent;
[SerializeField]
public UnityEngine.UI.Button ConfirmBtn;
[SerializeField]
public UnityEngine.UI.Toggle NoToggle;
private UIInstructionData mPrivateData = null;
@ -35,7 +33,6 @@ namespace QFramework.Example
ContentText = null;
OperationContent = null;
ConfirmBtn = null;
NoToggle = null;
mData = null;
}

View File

@ -8,12 +8,9 @@ namespace QFramework.Example
{
public class UIInstructionData : UIPanelData
{
public bool isRightTop = false;
}
public partial class UIInstruction : UIPanel
{
bool isNo = false;
bool isOperation = false;
protected override void OnInit(IUIData uiData = null)
{
TypeEventSystem.Global.Register<OnModuleQuit>((arg) => Hide()).UnRegisterWhenGameObjectDestroyed(gameObject);
@ -45,28 +42,12 @@ namespace QFramework.Example
}
OperationContent.gameObject.SetActive(isOn);
});
ConfirmBtn.onClick.AddListener(() =>
{
if (isOperation == false)
{
Operation.isOn = true;
isOperation = true;
}
else
{
Hide();
isNo = NoToggle.isOn;
}
});
ConfirmBtn.onClick.AddListener(() => Hide());
}
protected override void OnOpen(IUIData uiData = null)
{
mData = uiData as UIInstructionData ?? new UIInstructionData();
if (string.IsNullOrEmpty(Global.Instance.curModule.Descript))
{
@ -76,23 +57,14 @@ namespace QFramework.Example
{
ContentText.text = Global.Instance.curModule.Descript;
}
NoToggle.gameObject.SetActive(mData != null && mData.isRightTop == false);
}
protected override void OnShow()
{
if (isNo == true && mData != null && mData.isRightTop == false)
{
Hide();
}
}
protected override void OnHide()
{
mData = null;
StringEventSystem.Global.Send(this.GetType().Name + "Hide");
}
protected override void OnClose()

View File

@ -81,7 +81,14 @@ namespace QFramework.Example
private void OnLoadFinished(Scene arg0, LoadSceneMode arg1)
{
SceneManager.sceneLoaded -= OnLoadFinished;
if (Global.Instance.curModule.FSM.Count > 0)
{
var machin = StateMachineController.Instance;
}
if (Global.Instance.curModule.Operations != null && Global.Instance.curModule.Operations.Count > 0)
{
var op = OperationController.Instance;
}
if (Global.Instance.curModule.Devices != null && Global.Instance.curModule.Devices.Count > 0)
{
var dev = DeviceController.Instance;
@ -94,14 +101,6 @@ namespace QFramework.Example
{
ScoreController.Instance.Init();
}
if (Global.Instance.curModule.Operations != null && Global.Instance.curModule.Operations.Count > 0)
{
var op = OperationController.Instance;
}
if (Global.Instance.curModule.FSM.Count > 0)
{
var machin = StateMachineController.Instance;
}
UIKit.OpenPanelAsync<UIRightTop>().ToAction().StartGlobal(() =>
{

View File

@ -33,9 +33,7 @@ namespace QFramework.Example
}
public void OnDesClick()
{
UIInstructionData data = new UIInstructionData();
data.isRightTop = true;
UIKit.OpenPanelAsync<UIInstruction>(canvasLevel: UILevel.PopUI, uiData: data).ToAction().StartGlobal();
UIKit.OpenPanelAsync<UIInstruction>(canvasLevel: UILevel.PopUI).ToAction().StartGlobal();
}
public void OnSetClick()
{

View File

@ -17,48 +17,32 @@ namespace QFramework.Example
{
if (string.IsNullOrEmpty(InputName.text) || string.IsNullOrEmpty(InputId.text))
{
UITipWindowData data = new UITipWindowData();
data.txt = "ÐÕÃû»òÕßѧºÅΪ¿Õ";
data.btns.Add(new UITipWindowData.ItemData() { txt = "È·¶¨" });
UIKit.OpenPanelAsync<UITipWindow>(canvasLevel: UILevel.PopUI, uiData: data).ToAction().Start(this);
Debug.LogError("姓名或者学号为空");
return;
}
#if UNITY_WEBGL
ResLoader loader = ResLoader.Allocate();
loader.Add2Load(Global.reportDemoPath.ToLocalBytesResName(), (success, res) =>
{
if (success)
{
byte[] bytes = res.As<LocalBytesRes>().bytes;
WebGLDownLoadFile.Instance.DownloadDocx(bytes, GetScoreDataJson());
var data = new LabReprotData();
data.realname = InputName.text;
data.biaobencaiji_1_buzhou_1 = "[1111]";
string json = JsonConvert.SerializeObject(data);
#if UNITY_WEBGL
WebGLDownLoadFile.Instance.DownloadDocx(bytes, json);
#endif
}
});
loader.LoadAsync();
#elif UNITY_STANDALONE_WIN
DownLoad.interactable = false;
AsposeHelper.Writer(GetScoreDataJson(), result =>
{
DownLoad.interactable = true;
});
#endif
});
Confirm.onClick.AddListener(Hide);
}
public string GetScoreDataJson()
{
var data = new LabReprotData();
data.realname = InputName.text;
data.biaobencaiji_1_buzhou_1 = "[1111]";
string json = JsonConvert.SerializeObject(data);
return json;
}
protected override void OnOpen(IUIData uiData = null)

View File

@ -42,7 +42,6 @@ namespace QFramework.Example
protected override void OnOpen(IUIData uiData = null)
{
mData = uiData as UIToolsData ?? new UIToolsData();
TypeEventSystem.Global.Register<StepStatusOnChange>(OnStepChanged).UnRegisterWhenDisabled(gameObject);
if (mData.totalScore > 0)
{

View File

@ -265,7 +265,7 @@ namespace XMLTool
// 解析模块名称
module.type = moduleElement.Element("Type")?.Value;
module.ModuleName = moduleElement.Element("Name")?.Value;
module.Descript = moduleElement.Element("Descript")?.Value.Trim();
module.Descript = moduleElement.Element("Descript")?.Value;
module.Scene = moduleElement.Element("Scene")?.Value;
// 解析设备
@ -1230,11 +1230,6 @@ namespace XMLTool
{
act.args.Add("endFrame", endFrame.Value);
}
XAttribute speed = action.Attribute("speed");
if (speed != null)
{
act.args.Add("speed", speed.Value);
}
newAction = act;
}
break;

View File

@ -15,7 +15,7 @@
<Action type="Sequence">
<Action type="UIShow" value="UIOperationList"></Action>
<Action type="NextOperation"></Action>
<!--<Action type="StrEvent" name="HighLightTrigger" value="false"></Action>-->
<Action type="StrEvent" name="HighLightTrigger" value="false"></Action>
</Action>
</Enter>
@ -31,245 +31,12 @@
珠宝工作台,又称功夫台,是针对珠宝首饰加工设计的操作台,具备承载工具,回收金属粉末等功能,多采用不锈钢、实木或高密度板等材质,全木材质抗击打、稳固性高。桌面有个凹圆,中间有个台塞。下方有接金属屑的抽屉。此外还配有台灯照明、测量、切割、锉修、抛光、焊接工具等。
</Descript>
<!--工具表-->
<Device>
<Name>台塞</Name>
<HighLight color="0,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_TaiSai</Path>
<Tip>台塞</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>金粉回收抽屉</Name>
<HighLight color="0,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ChouTi</Path>
<Tip>金粉回收抽屉</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>焊瓦1</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_HanWa1</Path>
<Tip>焊瓦</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>焊瓦2</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_HanWa2</Path>
<Tip>焊瓦</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>氧气焊接机</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ZhiYangJi/Group-18589134-2-386</Path>
<Tip>氧气焊接机</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>小火枪</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_XiaoHuoQiang_放置</Path>
<Tip>小火枪</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>玛瑙刀</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_MaNaoDao</Path>
<Tip>玛瑙刀</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>锉刀</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_CuoDaoLengXing</Path>
<Tip>锉刀</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>台灯</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_TaiDeng</Path>
<Tip>台灯</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>锯弓</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_JuGong</Path>
<Tip>锯弓</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>砂纸卷</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ShaZhiJuan001</Path>
<Tip>砂纸卷</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>水盅</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ShuiZhong</Path>
<Tip>水盅</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>煮明矾水杯</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_MingFanShuiBei</Path>
<Tip>煮明矾水杯</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>剪刀</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_DaTouJian</Path>
<Tip>剪刀</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>珠宝钳</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ZhuBaoQian</Path>
<Tip>珠宝钳</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>铅笔</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_QianBi</Path>
<Tip>铅笔</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>钛针</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_TaiZhen</Path>
<Tip>钛针</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>手术刀</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ShouShuDao</Path>
<Tip>手术刀</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>方铁</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_FangTie</Path>
<Tip>方铁</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>机针</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_JiZhen</Path>
<Tip>机针</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>胶水</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_JiaoShui</Path>
<Tip>胶水</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>砂纸条</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ShaZhiTiao</Path>
<Tip>砂纸条</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>直尺</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_ZhiChi001</Path>
<Tip>直尺</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>游标卡尺</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_YouBiaoKaChi001</Path>
<Tip>游标卡尺</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<Device>
<Name>胶锤</Name>
<HighLight color="255,0,0,255"/>
<Path>Main/SM_ZhuBaoGongZuoTai/SM_XiaoJiaoChui001</Path>
<Tip>胶锤</Tip>
<Icon>工具/骨刀.png</Icon>
</Device>
<!--随便配置的分数模块-->
<Score>
<Item step="1111" name="1111" sum="2" bind=""/>
</Score>
<!--随便配置的分数模块-->
<Operation moduleType="Study" freeStep="true">
@ -300,7 +67,7 @@
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -332,7 +99,7 @@
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -363,7 +130,7 @@
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -377,20 +144,20 @@
<Action type="Move" value="FlyCamera" to="0.3802877,1.035497,-0.8634782" time="0"></Action>
<Action type="Rotate" value="FlyCamera" to="17.1349,194.3625,0" time="0"></Action>
<Action type="Move" value="FlyCamera" to="-0.253141075,1.68711114,-0.717243612" time="0"></Action>
<Action type="Rotate" value="FlyCamera" to="16.7066231,179.132492,0" time="0"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/SM_ZhiYangJi/Group-18589134-2-386" isHigh="true" color="255,0,0,255" time="0.25" count="-1"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="true" color="255,0,0,255" time="0.25" count="-1"></Action>
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/SM_ZhiYangJi/Group-18589134-2-386" isHigh="false" color="255,0,0,255"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="氧气焊接机" value="氧气焊接机搭配可燃性气体,如煤气、丁烷、丙烷,进行金属工件的焊接,火苗集中,可搭配不同的枪头使用,配备防回火回阻器,安全系数高,出火均匀。" btns="确定"/>
<Action type="TextTip" title="介绍焊瓦" value="氧气焊接机搭配可燃性气体,如煤气、丁烷、丙烷,进行金属工件的焊接,火苗集中,可搭配不同的枪头使用,配备防回火回阻器,安全系数高,出火均匀。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -411,12 +178,12 @@
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -439,12 +206,12 @@
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="玛瑙刀" value="玛瑙刀是一种主要用于金银首饰抛光和修复的工具,利用足金、足银等金属良好的延展性,当玛瑙刀的刀身以适当的压力和角度在金银首饰表面移动时,会对金属表面的微小凸起和划痕进行挤压和抚平,使金属表面的原子重新排列,填补划痕和凹坑,从而达到抛光和修复的效果,让金银首饰表面变得更加光滑、平整,呈现出镜面般的光泽。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -466,12 +233,12 @@
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="锉刀" value="锉刀是一种用于对金属、木料、皮革等工件表层做切削加工、微量加工的钳工工具,首饰所有造型的各个表面可以归纳为内平面、外平面、内弧面、外弧面、内直角、外直角、内弧角、外弧角。针对不同的表面形状,选用不同的锉进行打磨。锉的使用方法有平锉法、滑锉法、旋锉法。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -492,12 +259,12 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="台灯" value="台灯是放在珠宝工作台上,带有底座的电灯,主要起照明作用,可调整灯杆高度、光照方向和亮度。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -517,12 +284,12 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="锯弓" value="锯弓是用来安装和张紧锯条的工具,锯弓为锯条提供了稳定的支撑,使锯条在切割过程中能够保持正确的位置和角度,同时,使用者通过握住锯弓来施加推力和拉力,使锯条能够有效地切割材料。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -541,12 +308,12 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="砂纸卷" value="砂纸卷是一种用于打磨、抛光等工艺的工具,通常由砂纸和棒体组成。砂纸是核心部分,提供磨削作用,棒体一般为木质、塑料或金属材质,起到支撑和握持的作用,使砂纸在打磨过程中保持稳定。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -566,12 +333,12 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="水盅" value="水盅通常用于盛装清水。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -591,12 +358,12 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="煮明矾水杯" value="煮明矾水杯通常是指用来煮明矾或盛装明矾水的杯子,能让使用者清晰观察到明矾在水中的溶解和反应情况,且易于清洗,可避免杂质残留。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<!--<Action type="NextOperation"></Action>-->
<Action type="NextOperation"></Action>
</Action>
</Start>
@ -617,7 +384,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="剪刀" value="剪刀用于剪断绑丝、焊料、金属丝甚至更小的金属片等物品。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -643,7 +410,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="珠宝钳" value="珠宝钳是珠宝制作、维修和保养过程中不可或缺的工具,用于夹持、弯曲和扭转细小的金属丝、珠宝配件等。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -669,7 +436,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="铅笔" value="铅笔是一种用于书写、绘画等的工具。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -694,7 +461,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="钛针" value="钛针可用于在焊接的过程中,粘取焊药,放到需要焊接的位置。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -719,7 +486,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="手术刀" value="手术刀可用于裁剪图纸,砂纸条,削铅笔。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -745,7 +512,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="方铁" value="方铁是用于工件整平处理和找平同时也能用于寻找90度直角的作用。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -770,7 +537,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="机针" value="机针是首饰制作中非常重要的工具,主要用于首饰的执模,镶嵌甚至抛光等环节。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -795,7 +562,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="胶水" value="胶水是一种能够将两种或多种材料连接在一起的物质,通过表面附着和内聚作用,使物体之间形成牢固的结合。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -820,7 +587,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="砂纸条" value="砂纸条是一种将砂纸裁剪成条状的打磨工具,在珠宝制作过程中,砂纸条可用于打磨宝石、金属饰品等,能够去除表面的瑕疵、划痕,使其呈现出理想的光泽和质感,还可以用于对珠宝镶嵌部位进行精细打磨,确保镶嵌的牢固性和美观性。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -844,7 +611,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="直尺" value="直尺是一种具有精确直线棱边的尺形量规,用于测量长度。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -868,7 +635,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="游标卡尺" value="游标卡尺是一种测量长度、内外径、深度的量具,分为主尺、游标、量爪、深度尺、紧定螺钉五大结构。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
@ -893,7 +660,7 @@
<Action type="Delay" value="2"></Action>
<Action type="HighLightFlash" value="Main/SM_ZhuBaoGongZuoTai/JinFenHuiShouTi" isHigh="false" color="255,0,0,255"></Action>
<Action type="TextTip" title="胶锤" value="胶锤是一种头部由橡胶或类似橡胶材料制成的锤子,具有良好的弹性和柔韧性,能够在敲击时有效缓冲力量,避免对珠宝首饰造成硬伤、划痕或变形,保护珠宝的表面质量和完整性。" btns="确定"/>
<Action type="TextTip" title="介绍小火枪" value="小火枪与氧气焊接机连接,用于进行金属工件的焊接,小火枪上有液化气阀与氧气阀,逆时针可旋转增大。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>

View File

@ -35,7 +35,4 @@ EditorBuildSettings:
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