Merge remote-tracking branch 'remotes/origin/master' into LouDi_Pig
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commit
1fcff22d0f
@ -10,10 +10,6 @@ namespace XMLTool
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public float time;
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}
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public class AnimationAction : Action
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{
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public string animName;
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}
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public class StringListAction : Action
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@ -99,8 +99,10 @@ public class ActionHelper
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case "Btns":
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return BtnsAction.Allocate(act.Value);
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case "Anim":
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var anim = (XMLTool.AnimationAction)act;
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return QFramework.AnimationAction.Allocate(anim.Value, anim.animName);
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{
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var strAction = (XMLTool.StringListAction)act;
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return QFramework.AnimationAction.Allocate(act.Value, strAction.args[0], strAction.args[1]);
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}
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case "UITools":
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{
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var strAction = (XMLTool.StringListAction)act;
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@ -154,6 +156,11 @@ public class ActionHelper
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var strAction = (XMLTool.StringListAction)act;
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return VideoAction.Allocate(act.Value, strAction.args[0], strAction.args[1], strAction.args[2], strAction.args[3]);
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}
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case "HighLight":
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{
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var strAction = (XMLTool.StringListAction)act;
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return HighLightAction.Allocate(act.Value, strAction.args[0], strAction.args[1]);
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}
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}
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break;
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case XMLTool.Condition condition:
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@ -20,15 +20,17 @@ namespace QFramework
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string path;
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string animName;
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bool reset = false;
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Animation anim;
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public static AnimationAction Allocate(string path, string animName, System.Action OnFinished = null)
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public static AnimationAction Allocate(string path, string animName, string reset, System.Action OnFinished = null)
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{
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var retNode = mPool.Allocate();
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retNode.ActionID = ActionKit.ID_GENERATOR++;
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retNode.Deinited = false;
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retNode.Reset();
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retNode.path = path;
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retNode.animName = animName;
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retNode.Reset();
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bool.TryParse(reset, out retNode.reset);
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retNode.OnFinished = OnFinished;
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return retNode;
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}
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@ -44,6 +46,10 @@ namespace QFramework
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{
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anim = obj.GetComponent<Animation>();
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anim.Play(animName);
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if (reset)
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{
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ActionKit.DelayFrame(1, () => anim.Stop());
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}
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}
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else
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{
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102
Assets/Scripts/Actions/HighLightAction.cs
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102
Assets/Scripts/Actions/HighLightAction.cs
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@ -0,0 +1,102 @@
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using HighlightPlus;
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using System;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEngine;
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namespace QFramework
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{
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internal class HighLightAction : IAction
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{
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public System.Action OnFinished { get; set; }
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private HighLightAction()
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{
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}
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private static readonly SimpleObjectPool<HighLightAction> mPool =
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new SimpleObjectPool<HighLightAction>(() => new HighLightAction(), null, 10);
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string path;
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Color color = Color.green;
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bool isHigh = true;
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public static HighLightAction Allocate(string path, string isHigh, string color, System.Action OnFinished = null)
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{
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var retNode = mPool.Allocate();
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retNode.ActionID = ActionKit.ID_GENERATOR++;
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retNode.Deinited = false;
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retNode.Reset();
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retNode.path = path;
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if (string.IsNullOrEmpty(color) == false)
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{
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retNode.color = Utility.ToColor(color);
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}
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bool.TryParse(isHigh, out retNode.isHigh);
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retNode.OnFinished = OnFinished;
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return retNode;
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}
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public ulong ActionID { get; set; }
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public ActionStatus Status { get; set; }
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public void OnStart()
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{
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GameObject obj = Utility.FindObj(path);
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if (obj != null)
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{
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if (isHigh)
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{
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var effect = obj.GetOrAddComponent<HighlightEffect>();
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obj.GetOrAddComponent<HighlightTrigger>();
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effect.outlineColor = color;
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effect.highlighted = true;
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}
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else
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{
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var effect = obj.GetComponent<HighlightEffect>();
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if (effect)
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{
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effect.highlighted = false;
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}
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}
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}
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}
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public void OnExecute(float dt)
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{
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this.Finish();
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OnFinished?.Invoke();
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}
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public void OnFinish()
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{
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}
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public void Reset()
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{
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Status = ActionStatus.NotStart;
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Paused = false;
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}
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public bool Paused { get; set; }
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public void Deinit()
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{
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if (!Deinited)
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{
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OnFinished = null;
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Deinited = true;
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mPool.Recycle(this);
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}
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}
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public bool Deinited { get; set; }
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}
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}
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11
Assets/Scripts/Actions/HighLightAction.cs.meta
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11
Assets/Scripts/Actions/HighLightAction.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 491e5e519156b5e4f9591a0221d5b824
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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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@ -317,8 +317,26 @@ namespace XMLTool
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break;
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case "Anim":
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{
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var act = new AnimationAction();
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act.animName = action.Attribute("animName").Value;
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var act = new StringListAction();
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var animName = action.Attribute("animName");
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if (animName != null)
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{
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act.args.Add(animName.Value);
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}
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else
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{
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act.args.Add("");
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}
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var reset = action.Attribute("reset");
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if (reset != null)
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{
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act.args.Add(reset.Value);
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}
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else
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{
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act.args.Add("false");
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}
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newAction = act;
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}
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break;
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@ -615,6 +633,30 @@ namespace XMLTool
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newAction = act;
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}
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break;
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case "HighLight":
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{
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var act = new StringListAction();
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XAttribute isHigh = action.Attribute("isHigh");
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if (isHigh != null)
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{
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act.args.Add(isHigh.Value);
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}
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else
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{
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act.args.Add("true");
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}
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XAttribute color = action.Attribute("color");
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if (color != null)
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{
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act.args.Add(color.Value);
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}
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else
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{
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act.args.Add("");
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}
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newAction = act;
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}
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break;
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default:
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newAction = new Action();
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break;
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@ -15,8 +15,8 @@
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<Action type="Rotate" value="Main Camera" to="0,180,0" time="0"></Action>
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<!--执行下一步左侧步骤列表 默认开始的时候为-1步 要主动调用一次才到第1步-->
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<Action type="NextOperation"></Action>
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<!--播放动画-->
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<Action type="Anim" value="物体路径" animName="动画名字"></Action>
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<!--播放动画 reset=true则动画停在第一帧-->
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<Action type="Anim" value="物体路径" animName="动画名字" reset="false"></Action>
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<!--右下角生成按钮 可生成多个 用逗号分开-->
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<Action type="Btns" value="按钮1,按钮2,按钮3"></Action>
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<!--用于右侧道具栏选择正确的道具 event用于配合StrEventCondition 做检测 -->
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@ -25,7 +25,8 @@
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rightLabel="提示:器械选择正确。"
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wrongLabel="提示:器械选择错误,\r\n当前模块中,不需要该物品。"
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rightEvent=""
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wrongEvent=""/>
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wrongEvent=""></Action>
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<!--物体点位选择 物体的中心点-->
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<Action type="PointQuestion" value="路径1,路径2"></Action>
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<!--文字选择题-->
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@ -41,14 +42,17 @@
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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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<Action type="TextTip" value="这里是文字描述" audio="q001.mp3" btns="确定,取消"/>
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<!--锁定镜头 value为是否锁定-->
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<Action type="LockCamera" value="true" />
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<Action type="LockCamera" value="true"></Action>
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<!--播放视频 size为视频窗口大小 offset为窗口中心点偏移 播放完成事件和关闭事件 通常使用关闭事件即可
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宽度不要小于500 否则进度条看不太清楚-->
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<Action type="Video" value="test.mp4" size="500,500" offset="10,10" finishedEvent="finished" closeEvent="close"/>
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<Action type="Video" value="test.mp4" size="500,500" offset="10,10" finishedEvent="finished" closeEvent="close"></Action>
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<!--物体显隐 用于3D物体 isShow=true为显示 false为隐藏 UI的显隐使用UIShow-->
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<Action type="Show" value="SM_QvanChangJing/sence/pPlane1" isShow="false"></Action>
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<!--设置物体高亮 value是物体路径 color是rgba isHigh设置是否显示高亮-->
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<Action type="HighLight" value="路径" isHigh="true" color="0,255,0,255"></Action>
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<!--延迟 value是秒-->
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<Action type="Delay" value="2"></Action>
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<!--判断UI点击-->
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