制作完成,打包

This commit is contained in:
李浩 2025-06-26 14:07:29 +08:00
parent 0e1c789ddc
commit 266a2606c7
404 changed files with 59595 additions and 1944 deletions

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@ -1,75 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// ͨÓÃÍÏ×§×é¼þ
/// </summary>
public class DragUIItem :MonoBehaviour,IDragHandler,IBeginDragHandler,IEndDragHandler
{
private RectTransform rectTransform;
private Canvas canvas;
private Vector2 startPosition;
private bool restrictToCanvas = true;
private LayoutGroup parentLayoutGroup;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvas = GetComponentInParent<Canvas>();
startPosition = rectTransform.anchoredPosition;
parentLayoutGroup = GetComponentInParent<LayoutGroup>();
}
public void OnBeginDrag(PointerEventData eventData)
{
if (parentLayoutGroup != null)
parentLayoutGroup.enabled = false;
parentLayoutGroup.GetComponent<ContentSizeFitter>().enabled = false;
}
public void OnDrag(PointerEventData eventData)
{
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(
rectTransform,
eventData.position,
canvas.worldCamera,
out Vector3 worldPosition))
{
rectTransform.position = worldPosition;
if (restrictToCanvas)
RestrictToCanvasBounds();
}
}
public void OnEndDrag(PointerEventData eventData)
{
parentLayoutGroup.enabled = true;
parentLayoutGroup.GetComponent<ContentSizeFitter>().enabled = true;
}
private void RestrictToCanvasBounds()
{
Vector3[] corners = new Vector3[4];
canvas.GetComponent<RectTransform>().GetWorldCorners(corners);
Vector3 min = corners[0];
Vector3 max = corners[2];
Vector3 pos = rectTransform.position;
pos.x = Mathf.Clamp(pos.x, min.x, max.x);
pos.y = Mathf.Clamp(pos.y, min.y, max.y);
rectTransform.position = pos;
}
public void ResetPosition()
{
rectTransform.anchoredPosition = startPosition;
}
}

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@ -0,0 +1,8 @@
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@ -0,0 +1,183 @@
using QFramework;
using QFramework.Example;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class AnLiKaoHe: MonoBehaviour
{
public GameObject JieXi;
// 配置字段 - 可在Inspector中设置
[SerializeField] private List<TMP_InputField> inputFields = new List<TMP_InputField>();
// [SerializeField] private GameObject explanationObject;
[SerializeField] private List<string> correctAnswers = new List<string>();
[SerializeField] private Text codeExplanationText;
[SerializeField] private string[] codeExplanations;
[SerializeField] private bool caseSensitive = false;
// 状态字段
private const int MAX_ATTEMPTS = 3; // 每个输入框允许的最大尝试次数
private bool hasAnsweredCorrectly = false; // 是否已正确回答所有问题
private List<int> fieldAttempts; // 每个输入框的尝试次数跟踪
private List<bool> fieldCorrect; // 每个输入框的正确状态跟踪
public bool isFirist = true;
private void Start()
{
if (JieXi != null)
JieXi.SetActive(false);
InitializeTrackingLists();
RegisterInputEvents();
HideAllExplanations();
isFirist = true;
}
private void InitializeTrackingLists()
{
fieldAttempts = new List<int>(new int[inputFields.Count]);
fieldCorrect = new List<bool>(new bool[inputFields.Count]);
}
private void RegisterInputEvents()
{
for (int i = 0; i < inputFields.Count; i++)
{
int fieldIndex = i;
inputFields[i].onEndEdit.AddListener(delegate { CheckField(fieldIndex); });
}
}
private void CheckField(int fieldIndex)
{
// 如果已完成答题或该字段已正确,则跳过检查
if (hasAnsweredCorrectly || fieldCorrect[fieldIndex])
return;
// 检查单个输入框尝试次数是否超限
if (fieldAttempts[fieldIndex] >= MAX_ATTEMPTS)
{
ShowAllAnswersAndExplanation();
return;
}
string currentValue = ProcessInput(inputFields[fieldIndex].text);
string correctValue = ProcessInput(correctAnswers[fieldIndex]);
fieldAttempts[fieldIndex]++;
if (currentValue == correctValue)
{
if (isFirist)
{
ScoreController.Instance.Add("案例考核", 10);
}
fieldCorrect[fieldIndex] = true;
inputFields[fieldIndex].interactable = false;
ShowFieldExplanation(fieldIndex);
CheckAllFieldsCompleted();
}
else
{
isFirist = false;
inputFields[fieldIndex].text = "";
// 显示错误提示
ShowErrorTip(fieldIndex);
}
}
private string ProcessInput(string input)
{
return caseSensitive ? input : input.ToLower();
}
private void ShowErrorTip(int fieldIndex)
{
var data = new UIResultTipData();
data.label = $"输入错误,请重新输入";
data.isRight = false;
data.autoHideTime = 1.5f;
UIKit.OpenPanelAsync<UIResultTip>(uiData: data, canvasLevel: UILevel.PopUI).ToAction().Start(this);
}
private void CheckAllFieldsCompleted()
{
foreach (bool correct in fieldCorrect)
{
if (!correct) return;
}
hasAnsweredCorrectly = true;
ShowExplanation();
}
private void ShowAllAnswersAndExplanation()
{
hasAnsweredCorrectly = true;
for (int i = 0; i < inputFields.Count; i++)
{
if (!fieldCorrect[i])
{
inputFields[i].text = correctAnswers[i];
inputFields[i].interactable = false;
ShowFieldExplanation(i);
}
}
ShowExplanation();
}
private void ShowExplanation()
{
if (JieXi != null)
JieXi.SetActive(true);
}
private void HideAllExplanations()
{
if (codeExplanationText != null)
codeExplanationText.text = "";
}
private void ShowFieldExplanation(int fieldIndex)
{
if (codeExplanationText != null && codeExplanations.Length > fieldIndex)
{
codeExplanationText.text = codeExplanations[fieldIndex];
}
}
public void ResetAttempts()
{
hasAnsweredCorrectly = false;
InitializeTrackingLists();
if (JieXi != null)
JieXi.SetActive(false);
for (int i = 0; i < inputFields.Count; i++)
{
inputFields[i].text = "";
inputFields[i].interactable = true;
}
HideAllExplanations();
}
}

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@ -0,0 +1,11 @@
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userData:
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@ -0,0 +1,150 @@
using F3Device.Screen;
using QFramework;
using QFramework.Example;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
using static UnityEngine.GraphicsBuffer;
/// <summary>
/// 通用拖拽组件
/// </summary>
public class DragUIItem : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler
{
public string targetName; // 目标物体名称
private RectTransform rectTransform;
private Canvas canvas;
private Vector2 startPosition;
private LayoutGroup parentLayoutGroup;
private GraphicRaycaster graphicRaycaster;
private int startIndex;
public bool IsFirst = true;
private void Awake()
{
rectTransform = GetComponent<RectTransform>();
canvas = GetComponentInParent<Canvas>();
graphicRaycaster = canvas.GetComponent<GraphicRaycaster>();
startPosition = rectTransform.anchoredPosition;
parentLayoutGroup = GetComponentInParent<LayoutGroup>();
raycastResults = new List<RaycastResult>();
IsFirst = true;
}
public void OnBeginDrag(PointerEventData eventData)
{
if (parentLayoutGroup != null)
{
parentLayoutGroup.enabled = false;
if (parentLayoutGroup.GetComponent<ContentSizeFitter>() != null)
parentLayoutGroup.GetComponent<ContentSizeFitter>().enabled = false;
}
startIndex = transform.GetSiblingIndex();
}
public void OnDrag(PointerEventData eventData)
{
rectTransform.transform.position = Input.mousePosition;
}
bool isRight;
List<RaycastResult> raycastResults;
private GameObject target;
public void OnEndDrag(PointerEventData eventData)
{
raycastResults.Clear();
EventSystem.current.RaycastAll(eventData, raycastResults);
target = null;
foreach (var result in raycastResults)
{
if (result.gameObject.name == targetName)
{
target = result.gameObject;
break;
}
}
if (target != null)
{
if (IsFirst)
{
ScoreController.Instance.Add("三维构造考核", 1);
Debug.Log("放置正确得1分禁用拖拽");
}
else
{
Debug.Log("放置正确,但不是第一次,不得分!");
}
// 禁用射线检测,防止再次被拖拽
GraphicRaycaster graphicRaycaster = GetComponent<GraphicRaycaster>();
if (graphicRaycaster != null)
{
graphicRaycaster.enabled = false;
}
// 或者禁用Image组件的raycastTarget
Image image = GetComponent<Image>();
if (image != null)
{
image.raycastTarget = false;
}
gameObject.SetActive(false);
target.gameObject.transform.Find("Text (Legacy)").gameObject.SetActive(true);
if (parentLayoutGroup != null)
{
parentLayoutGroup.enabled = true;
if (parentLayoutGroup.GetComponent<ContentSizeFitter>() != null)
parentLayoutGroup.GetComponent<ContentSizeFitter>().enabled = true;
}
}
else
{
IsFirst = false;
ResetPosition(); Debug.Log("放置错误,不得分");
var data = new UIResultTipData();
data.label = $"放置错误,请重新放置!";
data.isRight = false;
data.autoHideTime = 0.5f;
UIKit.OpenPanelAsync<UIResultTip>(uiData: data, canvasLevel: UILevel.PopUI).ToAction().Start(this);
}
target = null;
}
// 重置位置
private void ResetPosition()
{
transform.SetSiblingIndex(startIndex);
if (parentLayoutGroup != null)
{
parentLayoutGroup.enabled = true;
if (parentLayoutGroup.GetComponent<ContentSizeFitter>() != null)
parentLayoutGroup.GetComponent<ContentSizeFitter>().enabled = true;
}
}
}

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@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class KaoHeChengJi : MonoBehaviour
{
public Text DeFen1;
public Text DeFen2;
public Text DeFen3;
public Text DeFen4;
public Text ZongFen;
public void Start()
{
GetScore();
}
/// <summary>
/// 得到分数
/// </summary>
[ContextMenu("获取分数")]
public void GetScore()
{
var v= ScoreController.Instance.GetCurScoreData();
foreach (var c in v) {
Debug.Log(c);
switch (c.Key)
{
case "单选题":
DeFen1.text = c.Value.value.ToString();
break;
case "三维构造考核":
DeFen2.text = c.Value.value.ToString();
break;
case "综合计算考核":
DeFen3.text = c.Value.value.ToString();
break;
case "案例考核":
DeFen4.text = c.Value.value.ToString();
break;
}
}
var zongfen = ScoreController.Instance.GetCurScore();
Debug.Log(zongfen);
ZongFen.text = zongfen.ToString();
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,184 @@
using QFramework;
using QFramework.Example;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ZongHeJiSuan: MonoBehaviour
{
public GameObject JieXi;
// 配置字段 - 可在Inspector中设置
[SerializeField] private List<TMP_InputField> inputFields = new List<TMP_InputField>();
// [SerializeField] private GameObject explanationObject;
[SerializeField] private List<string> correctAnswers = new List<string>();
[SerializeField] private Text codeExplanationText;
[SerializeField] private string[] codeExplanations;
[SerializeField] private bool caseSensitive = false;
// 状态字段
private const int MAX_ATTEMPTS = 3; // 每个输入框允许的最大尝试次数
private bool hasAnsweredCorrectly = false; // 是否已正确回答所有问题
private List<int> fieldAttempts; // 每个输入框的尝试次数跟踪
private List<bool> fieldCorrect; // 每个输入框的正确状态跟踪
public bool isFirist = true;
private void Start()
{
if (JieXi != null)
JieXi.SetActive(false);
InitializeTrackingLists();
RegisterInputEvents();
HideAllExplanations();
isFirist = true;
}
private void InitializeTrackingLists()
{
fieldAttempts = new List<int>(new int[inputFields.Count]);
fieldCorrect = new List<bool>(new bool[inputFields.Count]);
}
private void RegisterInputEvents()
{
for (int i = 0; i < inputFields.Count; i++)
{
int fieldIndex = i;
inputFields[i].onEndEdit.AddListener(delegate { CheckField(fieldIndex); });
}
}
private void CheckField(int fieldIndex)
{
// 如果已完成答题或该字段已正确,则跳过检查
if (hasAnsweredCorrectly || fieldCorrect[fieldIndex])
return;
// 检查单个输入框尝试次数是否超限
if (fieldAttempts[fieldIndex] >= MAX_ATTEMPTS)
{
ShowAllAnswersAndExplanation();
return;
}
string currentValue = ProcessInput(inputFields[fieldIndex].text);
string correctValue = ProcessInput(correctAnswers[fieldIndex]);
fieldAttempts[fieldIndex]++;
if (currentValue == correctValue)
{
if (isFirist)
{
ScoreController.Instance.Add("综合计算考核",10);
}
fieldCorrect[fieldIndex] = true;
inputFields[fieldIndex].interactable = false;
ShowFieldExplanation(fieldIndex);
CheckAllFieldsCompleted();
}
else
{
isFirist = false;
inputFields[fieldIndex].text = "";
// 显示错误提示
ShowErrorTip(fieldIndex);
}
}
private string ProcessInput(string input)
{
return caseSensitive ? input : input.ToLower();
}
private void ShowErrorTip(int fieldIndex)
{
var data = new UIResultTipData();
data.label = $"输入错误,请重新输入";
data.isRight = false;
data.autoHideTime = 1.5f;
UIKit.OpenPanelAsync<UIResultTip>(uiData: data, canvasLevel: UILevel.PopUI).ToAction().Start(this);
}
private void CheckAllFieldsCompleted()
{
foreach (bool correct in fieldCorrect)
{
if (!correct) return;
}
hasAnsweredCorrectly = true;
ShowExplanation();
}
private void ShowAllAnswersAndExplanation()
{
hasAnsweredCorrectly = true;
for (int i = 0; i < inputFields.Count; i++)
{
if (!fieldCorrect[i])
{
inputFields[i].text = correctAnswers[i];
inputFields[i].interactable = false;
ShowFieldExplanation(i);
}
}
ShowExplanation();
}
private void ShowExplanation()
{
if (JieXi != null)
JieXi.SetActive(true);
}
private void HideAllExplanations()
{
if (codeExplanationText != null)
codeExplanationText.text = "";
}
private void ShowFieldExplanation(int fieldIndex)
{
if (codeExplanationText != null && codeExplanations.Length > fieldIndex)
{
codeExplanationText.text = codeExplanations[fieldIndex];
}
}
public void ResetAttempts()
{
hasAnsweredCorrectly = false;
InitializeTrackingLists();
if (JieXi != null)
JieXi.SetActive(false);
for (int i = 0; i < inputFields.Count; i++)
{
inputFields[i].text = "";
inputFields[i].interactable = true;
}
HideAllExplanations();
}
}

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@ -0,0 +1,11 @@
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@ -49,7 +49,7 @@ TextureImporter:
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spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits: 100
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaIsTransparency: 1
@ -165,7 +165,7 @@ TextureImporter:
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internalID: 1537655665
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@ -0,0 +1,7 @@
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@ -7057,7 +7057,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &1277961995
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@ -327,7 +327,11 @@ public class ActionHelper
var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.ActionDragJiHe.Allocate(dictAction.args);
}
case "DragPanel":
{
var dictAction = (XMLTool.DictionaryAction)act;
return QFramework.DragPanelAction.Allocate(dictAction.args);
}
default:
Debug.LogError($"没有找到此Action的类型{act.Type}");

View File

@ -0,0 +1,98 @@
using QFramework.Example;
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;
namespace QFramework
{
public class DragPanelAction: IAction
{
public System.Action OnFinished
{
get; set;
}
public ulong ActionID
{
get; set;
}
public ActionStatus Status
{
get; set;
}
public bool Deinited
{
get; set;
}
public bool Paused
{
get; set;
}
private DragPanelAction()
{
}
private static readonly SimpleObjectPool<DragPanelAction> mPool =
new SimpleObjectPool<DragPanelAction>(() => new(), null, 10);
Dictionary<string, string> datas;
public static DragPanelAction Allocate(Dictionary<string, string> datas, System.Action onDelayFinish = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.datas = datas;
return retNode;
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mPool.Recycle(this);
}
}
public void OnExecute(float dt)
{
}
public void OnFinish()
{
// Debug.Log("Action OnFinish???");
}
public void OnStart()
{
DragPanelData data = new DragPanelData();
//ÍÏ×§¶ÔÏó£¬
data.DragItemName = datas.ContainsKey("DragItemName") ? datas["DragItemName"] : string.Empty;
data.HieraNames = datas.ContainsKey("HieraNames") ? datas["HieraNames"] : string.Empty;
data.TargetObjs = datas.ContainsKey("TargetObjs") ? datas["TargetObjs"] : string.Empty;
data.FinishedEvent = datas.ContainsKey("FinishedEvent") ? datas["FinishedEvent"] : string.Empty;
UIKit.OpenPanelAsync<DragPanel>(uiData: data, canvasLevel: UILevel.Common).ToAction().StartGlobal(() =>
{
this.Finish();
});
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
}
}

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@ -0,0 +1,11 @@
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@ -91,6 +91,7 @@ namespace QFramework.Example
Debug.Log($"×îÖÕ×ܵ÷Ö: {totalScore}");
ScoreController.Instance.Add("单选题", totalScore);
TiJiaoBtn.gameObject.SetActive(false);
XiaYiBuBtn.gameObject.SetActive(true);
}
@ -100,6 +101,13 @@ namespace QFramework.Example
{
mData = uiData as DaTiUIData ?? new DaTiUIData();
// please add init code here
TypeEventSystem.Global.Register<OnModuleQuit>(OnModuleQuit).UnRegisterWhenGameObjectDestroyed(gameObject);
}
protected override void OnOpen(IUIData uiData = null)
{
ReSetData();
TiJiaoBtn.onClick.RemoveAllListeners();
@ -108,25 +116,28 @@ namespace QFramework.Example
XiaYiBuBtn.onClick.AddListener(() => {
StringEventSystem.Global.Send("理论考核通过", "理论考核通过");
StringEventSystem.Global.Send("理论考核通过");
Hide();
});
}
protected override void OnOpen(IUIData uiData = null)
{
}
protected override void OnShow()
{
}
protected override void OnHide()
{
}
// StringEventSystem.Global.Send("理论考核通过");
}
protected override void OnClose()
{
}
}
}
public void OnModuleQuit(OnModuleQuit arg)
{
Hide();
}
}
}

View File

@ -38,7 +38,9 @@ namespace QFramework.Example
get
{
return mPrivateData ?? (mPrivateData = new DragPanelData());
}
}
set
{
mUIData = value;

View File

@ -4,6 +4,8 @@ using QFramework;
using System.Collections.Generic;
using System;
using System.Linq;
using TMPro;
using static OperationController;
namespace QFramework.Example
{
@ -13,7 +15,7 @@ namespace QFramework.Example
public string DragItemName;
public string HieraNames;
public string TargetObjs;
public string FinishedEvent;
@ -21,26 +23,54 @@ namespace QFramework.Example
public partial class DragPanel: UIPanel
{
public List<DragUIItem> dragUIItems=new List<DragUIItem>();
protected override void OnInit(IUIData uiData = null)
public Button NextButton;
//public string Finished;
protected override void OnInit(IUIData uiData = null)
{
mData = uiData as DragPanelData ?? new DragPanelData();
// please add init code here
TypeEventSystem.Global.Register<OnModuleQuit>(OnModuleQuit).UnRegisterWhenGameObjectDestroyed(gameObject);
}
public void OnModuleQuit(OnModuleQuit arg)
{
Hide();
// please add init code here
}
//private void OnStepChanged(StepStatusOnChange change)
//{
// Hide();
//}
protected override void OnOpen(IUIData uiData = null)
{
List<String> DragItem = mData.DragItemName.Split(',')?.ToList();
List<String> ShowTexts = mData.HieraNames.Split(',')?.ToList();
List<String> Tip = mData.TargetObjs.Split('|')?.ToList();
for (int i = 0; i < DragItem.Count; i++)
mData = uiData as DragPanelData ?? new DragPanelData();
TypeEventSystem.Global.Register<OnModuleQuit>(OnModuleQuit).UnRegisterWhenGameObjectDestroyed(gameObject);
//TypeEventSystem.Global.Register<StepStatusOnChange>(OnStepChanged).UnRegisterWhenDisabled(gameObject);
NextButton.onClick.RemoveAllListeners();
NextButton.onClick.AddListener(() => {
StringEventSystem.Global.Send(mData.FinishedEvent);
Hide();
});
dragUIItems.Clear();
Content.transform.RemoveAllChildren();
List<String> DragItem = mData.DragItemName.Split('|')?.ToList();
List<String> ShowNames = mData.HieraNames.Split('|')?.ToList();
List<String> TargetObjs = mData.TargetObjs.Split('|')?.ToList();
var finished = mData.FinishedEvent;
for (int i = 0; i < DragItem.Count; i++)
{
int j = i;
var tipItemObj = GameObject.Instantiate(ItemPrefab, Content.transform);
dragUIItems.Add(tipItemObj.GetComponent<DragUIItem>());
tipItemObj.GetComponentInChildren<TextMeshProUGUI>().text = DragItem[j];
tipItemObj.name = ShowNames[j];
tipItemObj.GetComponent<DragUIItem>().targetName= TargetObjs[j];
tipItemObj.GetComponent<DragUIItem>().IsFirst = true;
dragUIItems.Add(tipItemObj.GetComponent<DragUIItem>());
}
@ -48,14 +78,23 @@ namespace QFramework.Example
protected override void OnShow()
{
}
Debug.Log("ÏÔʾ");
}
protected override void OnHide()
{
}
protected override void OnClose()
{
}
}
Debug.Log("½áÊø");
}
protected override void OnClose()
{
// StringEventSystem.Global.Send(mData.FinishedEvent);
}
public void OnModuleQuit(OnModuleQuit arg)
{
Hide();
}
}
}

View File

@ -85,7 +85,6 @@ namespace QFramework.Example
bg.rectTransform.anchorMax = new Vector2(1, 0.5f); // 右上锚点(右侧)
// 将位置偏移归零(相对于锚点)
bg.rectTransform.anchoredPosition = Vector2.zero;
// 可选:设置轴心点为右侧中点(影响缩放/旋转中心)
bg.rectTransform.pivot = new Vector2(1, 0.5f);

View File

@ -37,6 +37,8 @@ namespace QFramework.Example
Content.RemoveAllChildren();
int moduleCount = 0;
int lastIndex = 0;
for (int i = 0; i < Global.Instance.appData.Modules.Count; i++)
{
var item = Global.Instance.appData.Modules[i];

View File

@ -80,7 +80,8 @@ namespace QFramework.Example
Content.rectTransform.anchorMax = new Vector2(1, 0.5f); // 右上锚点(右侧)
// 将位置偏移归零(相对于锚点)
//Content.rectTransform.anchoredPosition = Vector2.zero;
Content.rectTransform.anchoredPosition = new Vector2(-30, 96);
// 可选:设置轴心点为右侧中点(影响缩放/旋转中心)
Content.rectTransform.pivot = new Vector2(1, 0.5f);

View File

@ -2046,8 +2046,6 @@ namespace XMLTool
}
break;
case "DragJiHe":
{
@ -2074,6 +2072,41 @@ namespace XMLTool
}
break;
case "DragPanel":
{
var act = new DictionaryAction();
XAttribute DragItemName = action.Attribute("DragItemName");
if (DragItemName != null)
{
act.args.Add("DragItemName", DragItemName.Value);
}
XAttribute HieraNames = action.Attribute("HieraNames");
if (HieraNames != null)
{
act.args.Add("HieraNames", HieraNames.Value);
}
XAttribute TargetObjs = action.Attribute("TargetObjs");
if (TargetObjs != null)
{
act.args.Add("TargetObjs", TargetObjs.Value);
}
XAttribute FinishedEvent = action.Attribute("FinishedEvent");
if (FinishedEvent != null)
{
act.args.Add("FinishedEvent", FinishedEvent.Value);
}
newAction = act;
}
break;
default:
newAction = new Action();
break;

View File

@ -137,6 +137,10 @@
<Action type="Log" value="进入棱柱状态机"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_LengZhu" AnimObj="Main/A_SM_LengZhuAnim" size="116,45" pos="730,347" animName="Lengzhu"></Action>
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
@ -202,6 +206,9 @@
<Action type="Var" name="进入棱锥" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_LengZhui" AnimObj="Main/A_SM_LengZhuiAnim" size="116,45" pos="730,347" animName="Lengzhui"></Action>
<Action type="Show" value="Main/A_SM_LengZhui" isShow="true" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
@ -252,6 +259,9 @@
<Action type="Var" name="进入球体" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_QiuTi" AnimObj="Main/A_SM_QiuTiAnim" size="116,45" pos="730,347" animName="Qiuti"></Action>
<Action type="Show" value="Main/A_SM_QiuTi" isShow="true" isDevice="false"></Action>
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
@ -295,6 +305,8 @@
<Action type="Var" name="进入圆柱" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_YuanZhu" AnimObj="Main/A_SM_YuanZhuAnim" size="116,45" pos="730,347" animName="Yuanzhu"></Action>
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="true" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
@ -344,6 +356,8 @@
<Action type="Var" name="进入圆锥" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_YuanZhui" AnimObj="Main/A_SM_YuanZhuiAnim" size="116,45" pos="730,347" animName="Yuanzhui"></Action>
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="true" isDevice="false"></Action>
@ -398,12 +412,14 @@
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="棱柱" TargetObj="多面体" ItemPath="JiHeTi/LengZhu.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入棱柱" value="1"></Action>
<Action type="Log" value="Enter Sequence分类对比学习 退出???"></Action>
</Action>
</Enter>

View File

@ -5,15 +5,114 @@
<Name>考核模式</Name>
<Icon>KaoHe.png</Icon>
<Score>
<Item step="" name="单选题" sum="24" bind="" timeFormat="yyyy-MM-dd HH:mm:ss"/>
<Item step="" name="三维构造考核" sum="26" bind="" timeFormat="yyyy-MM-dd HH:mm:ss"/>
<Item step="" name="综合计算考核" sum="20" bind="" timeFormat="yyyy-MM-dd HH:mm:ss"/>
<Item step="" name="案例考核" sum="30" bind="" timeFormat="yyyy-MM-dd HH:mm:ss"/>
</Score>
<FSM name="考核模式状态机">
<State name="考核模式初始状态">
<Enter>
<Action type="Sequence">
<Action type="Log" value="bbb"></Action>
<Action type="Var" name="理论考核" value="1"></Action>
<Action type="UIShow" value="DaTiUI"></Action>
<Condition type="StrEvent" value="理论考核通过"></Condition>
<Action type="Var" name="三维构造考核" value="1"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/Text (Legacy)" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/棱柱" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="侧面|侧棱|上底面边长|顶点|底面边长|底面|棱高" HieraNames="侧面|侧棱|上底面边长|顶点|底面边长|底面|棱高"
TargetObjs="三位构造棱柱侧面|三位构造棱柱侧棱|三位构造棱柱上底面边长|三位构造棱柱顶点|三位构造棱柱底面边长|三位构造棱柱底面|三位构造棱柱棱高"
FinishedEvent="三维构造棱柱考核通过"
></Action>
<Condition type="StrEvent" value="三维构造棱柱考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/棱柱" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/棱锥" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="底面边长|侧棱|侧面|顶点|底面|棱高" HieraNames="底面边长|侧棱|侧面|顶点|底面|棱高"
TargetObjs="三位构造棱锥底面边长|三位构造棱锥侧棱|三位构造棱锥侧面|三位构造棱锥顶点|三位构造棱锥底面|三位构造棱锥棱高"
FinishedEvent="三维构造棱锥考核通过"
></Action>
<Condition type="StrEvent" value="三维构造棱锥考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/棱锥" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/圆柱" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="母线|侧面|底面|轴|高" HieraNames="母线|侧面|底面|轴|高"
TargetObjs="三位构造圆柱母线|三位构造圆柱侧面|三位构造圆柱底面|三位构造圆柱轴|三位构造圆柱高"
FinishedEvent="三维构造圆柱考核通过"
></Action>
<Condition type="StrEvent" value="三维构造圆柱考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/圆柱" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/圆锥" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="高|母线|顶点|底面|轴|侧面" HieraNames="高|母线|顶点|底面|轴|侧面"
TargetObjs="三位构造圆锥高|三位构造圆锥母线|三位构造圆锥顶点|三位构造圆锥底面|三位构造圆锥轴|三位构造圆锥侧面"
FinishedEvent="三维构造圆锥考核通过"
></Action>
<Condition type="StrEvent" value="三维构造圆锥考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/圆锥" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/球" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="半径|球心" HieraNames="半径|球心"
TargetObjs="三位构造球半径|三位构造球球心"
FinishedEvent="三维构造球考核通过"
></Action>
<Condition type="StrEvent" value="三维构造球考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/ZongHeJiSuan" isShow="true" isDevice="false"></Action>
<Condition type="UIClick" value="Canvas/ZongHeJiSuan/NextButton (1)"></Condition>
<Action type="Show" value="Canvas/ZongHeJiSuan" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/AnLiKaoHe" isShow="true" isDevice="false"></Action>
<Condition type="UIClick" value="Canvas/AnLiKaoHe/NextButton (1)"></Condition>
<Action type="Show" value="Canvas/AnLiKaoHe" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/KaoHeChengJi" isShow="true" isDevice="false"></Action>
<!--<Action type="Var" name="理论考核" value="1"></Action>
<Action type="Var" name="三维构造考核" value="1"></Action>-->
</Action>
@ -37,9 +136,10 @@
<Action type="UIShow" value="DaTiUI"></Action>
<Condition type="StrEvent" value="理论考核通过"></Condition>
<Action type="Log" value="!!!理论考核结束!!!!"></Action>
<Action type="Log" value="!!!理论考核!!!!理论考核结束!!!!!!!!!"></Action>
<Action type="Var" name="三维构造考核" value="1"></Action>
</Action>
</Enter>
@ -56,8 +156,67 @@
<Action type="Sequence">
<Action type="Log" value="三维构造考核"></Action>
<Action type="DragPanel" DragItemName="棱柱侧面|棱柱侧棱||||" HieraNames="" TargetObjs="旋转体|||||" ></Action>
<Action type="Var" name="三维构造考核" value="2"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/棱柱" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="侧面|侧棱|上底面边长|顶点|底面边长|底面|棱高" HieraNames="侧面|侧棱|上底面边长|顶点|底面边长|底面|棱高"
TargetObjs="三位构造棱柱侧面|三位构造棱柱侧棱|三位构造棱柱上底面边长|三位构造棱柱顶点|三位构造棱柱底面边长|三位构造棱柱底面|三位构造棱柱棱高"
FinishedEvent="三维构造棱柱考核通过"
></Action>
<Condition type="StrEvent" value="三维构造棱柱考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/棱柱" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/棱锥" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="底面边长|侧棱|侧面|顶点|底面|棱高" HieraNames="底面边长|侧棱|侧面|顶点|底面|棱高"
TargetObjs="三位构造棱锥底面边长|三位构造棱锥侧棱|三位构造棱锥侧面|三位构造棱锥顶点|三位构造棱锥底面|三位构造棱锥棱高"
FinishedEvent="三维构造棱锥考核通过"
></Action>
<Condition type="StrEvent" value="三维构造棱锥考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/棱锥" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/圆柱" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="母线|侧面|底面|轴|高" HieraNames="母线|侧面|底面|轴|高"
TargetObjs="三位构造圆柱母线|三位构造圆柱侧面|三位构造圆柱底面|三位构造圆柱轴|三位构造圆柱高"
FinishedEvent="三维构造圆柱考核通过"
></Action>
<Condition type="StrEvent" value="三维构造圆柱考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/圆柱" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/圆锥" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="高|母线|顶点|底面|轴|侧面" HieraNames="高|母线|顶点|底面|轴|侧面"
TargetObjs="三位构造圆锥高|三位构造圆锥母线|三位构造圆锥顶点|三位构造圆锥底面|三位构造圆锥轴|三位构造圆锥侧面"
FinishedEvent="三维构造圆锥考核通过"
></Action>
<Condition type="StrEvent" value="三维构造圆锥考核通过"></Condition>
<Action type="Show" value="Canvas/SanWeiGouZao/圆锥" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Canvas/SanWeiGouZao/球" isShow="true" isDevice="false"></Action>
<Action type="DragPanel" DragItemName="半径|球心" HieraNames="半径|球心"
TargetObjs="三位构造球半径|三位构造球球心"
FinishedEvent="三维构造球考核通过"
></Action>
<Condition type="StrEvent" value="三维构造球考核通过"></Condition>
<Action type="Var" name="综合计算考核" value="1"></Action>
</Action>
</Enter>
@ -73,6 +232,9 @@
<Enter>
<Action type="Sequence">
<Action type="Log" value="综合计算考核"></Action>
<Action type="Var" name="综合计算考核" value="2"></Action>
</Action>
</Enter>
<Exit>
@ -87,6 +249,9 @@
<Enter>
<Action type="Sequence">
<Action type="Log" value="案例考核"></Action>
<Action type="Var" name="案例考核" value="2"></Action>
</Action>
</Enter>
<Exit>
@ -105,12 +270,15 @@
</Transision>
<Transision from="any" to="三维构造考核">
<Condition type="Var" name="三维构造考核" value="1"></Condition>
</Transision>
<Transision from="any" to="综合计算考核">
<Transision from="any" to="综合计算考核">
<Condition type="Var" name="综合计算考核" value="1"></Condition>
</Transision>
<Transision from="any" to="案例考核">
<Condition type="Var" name="案例考核" value="1"></Condition>
</Transision>
</FSM>

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PCBuild/ShuXue_PC)6.26.rar Normal file

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@ -0,0 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<AppData>
<PreLoad>
<Action type="Parallel">
<Action type="LoadRes" value="01_JiaoXue.xml" resType="xml" index="1"></Action>
<Action type="LoadRes" value="02_ShiXun.xml" resType="xml" index="2"></Action>
<Action type="LoadRes" value="03_KaoHe.xml" resType="xml" index="3"></Action>
</Action>
</PreLoad>
</AppData>

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@ -0,0 +1,653 @@
<?xml version="1.0" encoding="utf-8"?>
<Module>
<Scene>01_JiaoXue</Scene>
<Type>All</Type>
<Name>教学模式</Name>
<Icon>JiaoXue.png</Icon>
<Descript>
1.掌握柱、锥、球及其组合体的结构特征与分类;
2.熟练运用几何体的表面积、体积公式;
3.提升空间想象能力与三维构造分析能力。
</Descript>
<Device>
<Name>棱柱</Name>
<!--<HighLight color="255,0,0,255"/>-->
<Path>Main/A_SM_LengZhu</Path>
<!--<Tip>三脚架</Tip>-->
<Icon>JiHeTi/LengZhu.png</Icon>
</Device>
<Device>
<Name>棱锥</Name>
<!--<HighLight color="255,0,0,255"/>-->
<Path>Main/A_SM_LengZhui</Path>
<!--<Tip>三脚架</Tip>-->
<Icon>JiHeTi/LengZhui.png</Icon>
</Device>
<Device>
<Name>球体</Name>
<!--<HighLight color="255,0,0,255"/>-->
<Path>Main/A_SM_QiuTi</Path>
<!--<Tip>三脚架</Tip>-->
<Icon>JiHeTi/QiuTi.png</Icon>
</Device>
<Device>
<Name>圆柱</Name>
<!--<HighLight color="255,0,0,255"/>-->
<Path>Main/A_SM_YuanZhu</Path>
<!--<Tip>三脚架</Tip>-->
<Icon>JiHeTi/YuanZhu.png</Icon>
</Device>
<Device>
<Name>圆锥</Name>
<!--<HighLight color="255,0,0,255"/>-->
<Path>Main/A_SM_YuanZhui</Path>
<!--<Tip>三脚架</Tip>-->
<Icon>JiHeTi/YuanZhui.png</Icon>
</Device>
<FSM name="状态机1">
<State name="初始状态">
<Enter>
<Action type="Sequence">
<Action type="Hint" value="请选择对应模块,进行对应实验学习。或者使用键盘鼠标,自由漫游场景,进行游览。" time="-1" icon="false"></Action>
<Action type="TextTip" audio="" title="教学目标" value="1.掌握柱、锥、球及其组合体的结构特征与分类;
\n2.熟练运用几何体的表面积、体积公式;
\n3.提升空间想象能力与三维构造分析能力。" btns="确定"/>
<Condition type="UIClick" value="UIRoot/PopUI/UITextTip/Mask/Content/BtnContent/确定"></Condition>
<Action type="Greatbtns" name="动态三维建模|分类对比学习|分类对比学习|分类对比学习|分类对比学习|分类对比学习" HieraName="动态三维建模|棱柱分类对比学习|棱锥分类对比学习|球体分类对比学习|圆柱分类对比学习|圆锥分类对比学习" pos="-889,317.1|-756,317.1|-756,317.1|-756,317.1|-756,317.1|-756,317.1" size="125,70|125,70|125,70|125,70|125,70|125,70" />
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action>
<!--隐藏所有的UIBtn分类识别-->
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体分类对比学习" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习" isShow="false" isDevice="false"></Action>
<Action type="Var" name="进入棱柱" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_LengZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhui" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_QiuTi" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="false" isDevice="false"></Action>
<Action type="Log" value="退出初始状态机"></Action>
</Action>
</Exit>
</State>
<!--状态-->
<State name="棱柱">
<Enter>
<Action type="Sequence">
<Action type="Log" value="进入棱柱状态机"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_LengZhu" AnimObj="Main/A_SM_LengZhuAnim" size="116,45" pos="730,347" animName="Lengzhu"></Action>
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action>
<Action type="Var" name="进入棱柱" value="2"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
<Action type="UIGuideTip"
targetName="棱柱上底面,棱柱上底面边长,棱柱底面,棱柱底面边长,棱柱侧面,侧棱,棱柱棱高,棱柱顶点"
offSet="200,100,0|-200,100,0|-200,-80,0|250,50,0|-250,50,0|300,0,0|-300,50,0|-200,150,0"
showName="棱柱上底面,棱柱上底面边长,棱柱底面,棱柱底面边长,棱柱侧面,侧棱,棱柱棱高,棱柱顶点"
tiptext="
互相平行的两个面叫作棱柱的底面,位于棱柱上面,叫上底面。|
上底面的边长叫做棱柱的上底面边长|
互相平行的两个面叫作棱柱的底面,位于棱柱下面,叫底面。|
底面的边长叫做棱柱的底面边长|
棱柱其余各面叫作棱柱的侧面|
相邻两个侧面的公共边叫作棱柱的侧棱|
两个底面间的距离叫作棱柱的高|
底面边长与侧棱汇交的点叫做棱柱的顶点。"
tipaudio="
sound4.mp3|
sound5.mp3 |
sound6.mp3|
sound7.mp3 |
sound8.mp3 |
sound9.mp3 |
sound10.mp3 |
sound11.mp3"
tiptitle="棱柱上底面|棱柱上底面边长|棱柱底面|棱柱底面边长|棱柱侧面|侧棱|棱柱棱高|棱柱顶点"
></Action>
<Action type="UISliderAnim" title="棱柱倾斜度|底面边长|上底面边长|棱高" targetObj="Main/A_SM_LengZhu"> </Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_LengZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
</Action>
</Exit>
</State>
<State name="棱锥">
<Enter>
<Action type="Sequence">
<Action type="Log" value="棱锥"></Action>
<Action type="Var" name="进入棱锥" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_LengZhui" AnimObj="Main/A_SM_LengZhuiAnim" size="116,45" pos="730,347" animName="Lengzhui"></Action>
<Action type="Show" value="Main/A_SM_LengZhui" isShow="true" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="UIGuideTip"
targetName="棱锥底面,棱锥底面边长,棱锥侧面,棱锥侧棱,棱锥棱高,棱锥顶点"
offSet="200,0,0 |200,0,0|-200,0,0|200,0,0 |200,0,0|-200,0,0"
showName="棱锥底面,棱锥底面边长,棱锥侧面,棱锥侧棱,棱锥棱高,棱锥顶点"
tiptext="
底面:其中的多边形叫作棱锥的底面。|
底面的边长叫做棱锥的底面边长|
底面的边长叫做棱柱的底面边长|
相邻两个侧面的公共边叫作棱柱的侧棱|
相邻两个侧面的公共边叫作棱柱的侧棱|
各侧面的公共顶点叫作棱锥的顶点"
tipaudio="sound18.mp3|sound19.mp3|sound20.mp3|sound21.mp3|sound22.mp3|sound23.mp3"
tiptitle="棱锥底面|棱锥底面边长|棱锥侧面|棱锥侧棱|棱锥棱高|棱锥顶点"
></Action>
<Action type="UISliderAnim" title="棱锥底面|棱锥底面边长|棱锥侧面|棱锥侧棱|棱锥棱高|棱锥顶点" targetObj="Main/A_SM_LengZhui"> </Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_LengZhui" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
</Action>
</Exit>
</State>
<State name="球体">
<Enter>
<Action type="Sequence">
<Action type="Log" value="球体"></Action>
<Action type="Var" name="进入球体" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_QiuTi" AnimObj="Main/A_SM_QiuTiAnim" size="116,45" pos="730,347" animName="Qiuti"></Action>
<Action type="Show" value="Main/A_SM_QiuTi" isShow="true" isDevice="false"></Action>
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
<Action type="UIGuideTip"
targetName="球体圆心,球体半径"
offSet="200,0,0|200,0,0"
showName="球体圆心,球体半径"
tiptext="
半圆的圆心叫作球心。|
半圆的半径叫作球的半径。"
tipaudio="sound51.mp3|sound52.mp3"
tiptitle="球体圆心|球体半径"
></Action>
<Action type="UISliderAnim" title="半径" targetObj="Main/A_SM_QiuTi"> </Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_QiuTi" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体分类对比学习" isShow="false" isDevice="false"></Action>
</Action>
</Exit>
</State>
<State name="圆柱">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆柱"></Action>
<Action type="Var" name="进入圆柱" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_YuanZhu" AnimObj="Main/A_SM_YuanZhuAnim" size="116,45" pos="730,347" animName="Yuanzhu"></Action>
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="true" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="UIGuideTip"
targetName="圆柱轴,圆柱底面,圆柱侧面,圆柱母线,圆柱高"
offSet="200,0,0|200,0,0|-200,0,0|200,0,0|200,0,0"
showName="圆柱轴,圆柱底面,圆柱侧面,圆柱母线,圆柱高"
tiptext="
旋转轴叫作圆柱的轴。|
垂直于轴的边旋转形成的圆面叫作圆柱的底面。|
平行于轴的边旋转形成的曲面叫作圆柱的侧面。|
无论旋转到什么位置,这条边都叫作侧面的母线。|
两个底面间的距离叫作圆柱的高。"
tipaudio=" sound29.mp3|sound30.mp3|sound31.mp3|sound32.mp3|sound33.mp3 "
tiptitle="圆柱轴|圆柱底面|圆柱侧面|圆柱母线|圆柱高"
></Action>
<Action type="UISliderAnim" title="圆柱轴|圆柱底面|圆柱侧面|圆柱母线|圆柱高" targetObj="Main/A_SM_YuanZhu"> </Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
</Action>
</Exit>
</State>
<State name="圆锥">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆锥"></Action>
<Action type="Var" name="进入圆锥" value="2"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="UIBtnAnim" title="形成动画" Obj="Main/A_SM_YuanZhui" AnimObj="Main/A_SM_YuanZhuiAnim" size="116,45" pos="730,347" animName="Yuanzhui"></Action>
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="true" isDevice="false"></Action>
<Action type="UIBackPack" devices="棱柱,棱锥,球体,圆柱,圆锥"
random="false"
scrollSpeed="25" position="left"
></Action>
<Action type="UIGuideTip"
targetName="圆锥轴,圆锥底面,圆锥侧面,圆锥母线,圆锥顶点,圆锥高"
offSet="200,0,0|200,0,0|-200,0,0|-200,50,0|-100,0,0|150,0,0"
showName="圆锥轴,圆锥底面,圆锥侧面,圆锥母线,圆锥顶点,圆锥高"
tiptext="旋转轴叫作圆锥的轴|另一条直角边旋转而形成的圆面叫作底面.|斜边旋转而形成的曲面叫作侧面|无论旋转到什么位置,斜边都叫作侧面的母线|母线与轴的交点叫作顶点|顶点到底面的距离叫作圆锥的高"
tipaudio="sound40.mp3|sound41.mp3|sound42.mp3 |sound43.mp3|sound44.mp3| sound45.mp3"
tiptitle="圆锥轴|圆锥底面|圆锥侧面|圆锥母线|圆锥顶点|圆锥高"
></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="true"></Action>-->
<Action type="UISliderAnim" title="底面半径|圆锥高|圆锥倾斜度" targetObj="Main/A_SM_YuanZhui"> </Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
</Action>
</Exit>
</State>
<State name="棱柱分类对比学习">
<Enter>
<Action type="Sequence">
<Action type="Log" value="棱柱分类对比学习!!!!"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="UIShow" value="UISliderAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBtnAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="棱柱" TargetObj="多面体" ItemPath="JiHeTi/LengZhu.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入棱柱" value="1"></Action>
<Action type="Log" value="Enter Sequence分类对比学习 退出???"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出棱柱分类对比学习!!!!"></Action>
</Action>
</Exit>
</State>
<State name="棱锥分类对比学习">
<Enter>
<Action type="Sequence">
<Action type="Log" value="棱柱分类对比学习!!!!"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="UIShow" value="UISliderAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBtnAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="棱锥" TargetObj="多面体" ItemPath="JiHeTi/LengZhui.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入棱锥" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出 棱锥 分类对比学习!!!!"></Action>
</Action>
</Exit>
</State>
<State name="球体分类对比学习">
<Enter>
<Action type="Sequence">
<Action type="Log" value="球体分类对比学习!!!!"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="UIShow" value="UISliderAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBtnAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="球体" TargetObj="旋转体" ItemPath="JiHeTi/QiuTi.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入球体" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出 球体分类对比学习 "></Action>
</Action>
</Exit>
</State>
<State name="圆柱分类对比学习">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆柱分类对比学习!!!!"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="UIShow" value="UISliderAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBtnAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="圆柱" TargetObj="旋转体" ItemPath="JiHeTi/YuanZhu.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入圆柱" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出圆柱分类对比学习!!!!"></Action>
</Action>
</Exit>
</State>
<State name="圆锥分类对比学习">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆锥分类对比学习!!!!"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="UIShow" value="UISliderAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBtnAnim" isShow="false"></Action>
<Action type="UIShow" value="UIBackPack" isShow="false"></Action>
<Action type="DragJiHe" DragItemName="圆锥" TargetObj="旋转体" ItemPath="JiHeTi/YuanZhui.png"></Action>
<Condition type="StrEvent" value="UIImageSelectMap_JiHe使用结束"></Condition>
<Action type="Var" name="进入圆锥" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出 圆锥 分类对比学习!!!!"></Action>
</Action>
</Exit>
</State>
<Transision from="any" to="棱柱">
<Condition type="Var" name="进入棱柱" value="1"></Condition>
</Transision>
<Transision from="any" to="棱锥">
<Condition type="Var" name="进入棱锥" value="1"></Condition>
</Transision>
<Transision from="any" to="球体">
<Condition type="Var" name="进入球体" value="1"></Condition>
</Transision>
<Transision from="any" to="圆柱">
<Condition type="Var" name="进入圆柱" value="1"></Condition>
</Transision>
<Transision from="any" to="圆锥">
<Condition type="Var" name="进入圆锥" value="1"></Condition>
</Transision>
<!--进入方式-->
<Transision from="any" to="棱柱">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/棱柱"></Condition>
</Transision>
<Transision from="any" to="棱锥">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/棱锥"></Condition>
</Transision>
<Transision from="any" to="球体">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/球体"></Condition>
</Transision>
<Transision from="any" to="圆柱">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/圆柱"></Condition>
</Transision>
<Transision from="any" to="圆锥">
<Condition type="UIClick" value="UIRoot/PopUI/UIBackPack/bg/Scroll/Viewport/Content/圆锥"></Condition>
</Transision>
<Transision from="any" to="棱柱分类对比学习">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习"></Condition>
</Transision>
<Transision from="any" to="棱锥分类对比学习">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习"></Condition>
</Transision>
<Transision from="any" to="球体分类对比学习">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/球体分类对比学习"></Condition>
</Transision>
<Transision from="any" to="圆柱分类对比学习">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习"></Condition>
</Transision>
<Transision from="any" to="圆锥分类对比学习">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习"></Condition>
</Transision>
</FSM>
<!--<FSM name="分类对比学习">
<State name="分类对比学习初始状态">
<Enter>
<Action type="Sequence">
<Action log="分类对比学习初始状态log"/>
</Action>
</Enter>
</State>
<Transision from="any" to="分类对比学习初始状态">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/分类对比学习"></Condition>
</Transision>-->
<!--
</FSM>-->
</Module>

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