更新认知模块
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class ZhanShiCameraMove : MonoBehaviour
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public class ZhanShiCameraMove : MonoBehaviour
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{
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{
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@ -27,7 +28,8 @@ public class ZhanShiCameraMove : MonoBehaviour
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instance = this;
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instance = this;
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// transform.LookAt(target);
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// transform.LookAt(target);
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isAutoRotate = false;
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isAutoRotate = false;
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if (isAutoRotate) {
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if (isAutoRotate)
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{
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Invoke("SetBool", 2f);
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Invoke("SetBool", 2f);
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@ -95,8 +97,8 @@ public class ZhanShiCameraMove : MonoBehaviour
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// Update is called once per frame
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// Update is called once per frame
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private void Update()
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private void Update()
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{
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{ if (isAutoRotate && !Input.GetMouseButton(1))
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if (isAutoRotate && !Input.GetMouseButton(1))
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{
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{
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// Debug.Log("测试到鼠标左键没按下");
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// Debug.Log("测试到鼠标左键没按下");
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@ -132,8 +134,6 @@ public class ZhanShiCameraMove : MonoBehaviour
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//更改摄像机位置为计算的值
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//更改摄像机位置为计算的值
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transform.position = pos;
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transform.position = pos;
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}
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}
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void RotateModelContinuously()
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void RotateModelContinuously()
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{
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{
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@ -204,14 +204,19 @@ public class ZhanShiCameraMove : MonoBehaviour
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transform.position = pos;
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transform.position = pos;
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}
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}
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[SerializeField][Header("是否自动旋转")]
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[SerializeField]
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[Header("是否自动旋转")]
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private bool isAutoRotate;
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private bool isAutoRotate;
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[SerializeField] [Header("是否按照自身坐标系轴自动旋转")]
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[SerializeField]
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[Header("是否按照自身坐标系轴自动旋转")]
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private bool isAutoRotatePivot;
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private bool isAutoRotatePivot;
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[SerializeField][Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
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[SerializeField]
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[Header("自动旋转方向,例如(0,1,0)按照Y轴旋转")]
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private Vector3 autoRotateDirection;
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private Vector3 autoRotateDirection;
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[SerializeField][Header("自动旋转速度")]
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[SerializeField]
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[Header("自动旋转速度")]
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private float autoRotationSpeed = 5;
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private float autoRotationSpeed = 5;
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[SerializeField][Header("速度")]
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[SerializeField]
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[Header("速度")]
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private float speed = 5f;
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private float speed = 5f;
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}
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}
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File diff suppressed because it is too large
Load Diff
@ -107,14 +107,14 @@ namespace QFramework.Example
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btns.Add(btn);
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btns.Add(btn);
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btn.onClick.AddListener(() =>
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btn.onClick.AddListener(() =>
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{
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{
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subContent.SetActive(!subContent.activeSelf);
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//subContent.SetActive(!subContent.activeSelf);
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if (op.freeStep)
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//if (op.freeStep)
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{
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//{
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if (highIcon.color != highColor)
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// if (highIcon.color != highColor)
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{
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// {
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TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(btn.name) });
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// TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(btn.name) });
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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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foreach (var sub in item.SubSteps)
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foreach (var sub in item.SubSteps)
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{
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{
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@ -139,11 +139,11 @@ namespace QFramework.Example
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btns.Add(subBtn);
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btns.Add(subBtn);
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subBtn.onClick.AddListener(() =>
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subBtn.onClick.AddListener(() =>
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{
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{
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if (op.freeStep)
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//if (op.freeStep)
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{
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//{
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subBtn.transform.parent.gameObject.SetActive(true);
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// subBtn.transform.parent.gameObject.SetActive(true);
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TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(subBtn.name) });
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// TypeEventSystem.Global.Send<StepExecute>(new StepExecute() { index = int.Parse(subBtn.name) });
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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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@ -1,21 +1,13 @@
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<示例>
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<示例>
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<!--顺序执行完毕-->
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<!--顺序执行完毕-->
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<Action type="Sequence">
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<Action type="Sequence">
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<Action type="Log" value="进入初始状态"></Action>
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<Action type="Log" value="进入初始状态"></Action>
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<Action type="Log" value="进入初始状态"></Action>
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<Action type="Log" value="进入初始状态"></Action>
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</Action>
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</Action>
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<!--同时执行完毕-->
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<!--同时执行完毕-->
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<Action type="Parallel">
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<Action type="Parallel">
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<Action type="Log" value="1"></Action>
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<Action type="Log" value="1"></Action>
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<Action type="Log" value="2"></Action>
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<Action type="Log" value="2"></Action>
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</Action>
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</Action>
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<!--只要任意满足就结束这个动作组-->
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<!--只要任意满足就结束这个动作组-->
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<Action type="Any"></Action>
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<Action type="Any"></Action>
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