扩展cameraSwitch功能
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@ -46,10 +46,15 @@ namespace QFramework
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}
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}
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else
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else
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{
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if (datas.ContainsKey("nearPos"))
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{
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{
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data.nearPos = Utility.GetVector3FromStrArray(datas["nearPos"]);
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data.nearPos = Utility.GetVector3FromStrArray(datas["nearPos"]);
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}
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if (datas.ContainsKey("nearRot"))
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{
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data.nearRot = Utility.GetVector3FromStrArray(datas["nearRot"]);
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data.nearRot = Utility.GetVector3FromStrArray(datas["nearRot"]);
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}
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}
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}
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if (datas.ContainsKey("normalDevice"))
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if (datas.ContainsKey("normalDevice"))
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@ -59,10 +64,16 @@ namespace QFramework
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data.normalRot = obj.EulerAngles();
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data.normalRot = obj.EulerAngles();
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}
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}
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else
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else
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{
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if (datas.ContainsKey("normalPos"))
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{
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{
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data.normalPos = Utility.GetVector3FromStrArray(datas["normalPos"]);
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data.normalPos = Utility.GetVector3FromStrArray(datas["normalPos"]);
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}
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if (datas.ContainsKey("normalRot"))
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{
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data.normalRot = Utility.GetVector3FromStrArray(datas["normalRot"]);
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data.normalRot = Utility.GetVector3FromStrArray(datas["normalRot"]);
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}
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}
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}
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if (datas.ContainsKey("isOn"))
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if (datas.ContainsKey("isOn"))
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{
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{
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data.isOn = datas["isOn"];
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data.isOn = datas["isOn"];
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@ -59,6 +59,11 @@ namespace QFramework.Example
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protected override void OnOpen(IUIData uiData = null)
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protected override void OnOpen(IUIData uiData = null)
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{
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{
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mData = uiData as UICameraSwitchData ?? new UICameraSwitchData();
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mData = uiData as UICameraSwitchData ?? new UICameraSwitchData();
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Near.gameObject.SetActive(mData.nearPos != default);
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Far.gameObject.SetActive(mData.normalPos != default);
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if (string.IsNullOrEmpty(mData.isOn))
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if (string.IsNullOrEmpty(mData.isOn))
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{
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{
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if (Near.isOn)
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if (Near.isOn)
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@ -96,6 +101,8 @@ namespace QFramework.Example
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break;
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break;
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}
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}
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}
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}
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}
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}
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private void Update()
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private void Update()
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@ -74,6 +74,7 @@
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<Action type="SetScore" name="步骤名字" value="1"></Action>
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<Action type="SetScore" name="步骤名字" value="1"></Action>
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<!--镜头切换 近距离和默认 如果有了nearDevice就可以不用nearPos和nearRot了 按照device的坐标和旋转来处理镜头 normalDevice同理
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<!--镜头切换 近距离和默认 如果有了nearDevice就可以不用nearPos和nearRot了 按照device的坐标和旋转来处理镜头 normalDevice同理
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只设置坐标 不执行镜头切换 是否执行要根据UI的按钮操作来
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只设置坐标 不执行镜头切换 是否执行要根据UI的按钮操作来
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如果不配置 nearPos或者normalPos 则自动隐藏对应的视角UI按钮
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-->
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-->
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<Action type="CameraSwitch" nearDevice="肠钳" normalDevice="组织钳" nearPos="-3.942,3.24,-4.319" nearRot="16.42331,180,0" nearTime="1" normalPos="-3.942,3.24,-3.946" normalRot="16.42331,180,-5.305351E-14" normalTime="1"></Action>
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<Action type="CameraSwitch" nearDevice="肠钳" normalDevice="组织钳" nearPos="-3.942,3.24,-4.319" nearRot="16.42331,180,0" nearTime="1" normalPos="-3.942,3.24,-3.946" normalRot="16.42331,180,-5.305351E-14" normalTime="1"></Action>
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<!--文字弹窗 按钮可以多个 点击事件使用UIClick-->
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<!--文字弹窗 按钮可以多个 点击事件使用UIClick-->
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