新增镜头设定
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@ -63,7 +63,10 @@ namespace QFramework
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data.normalPos = Utility.GetVector3FromStrArray(datas["normalPos"]);
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data.normalPos = Utility.GetVector3FromStrArray(datas["normalPos"]);
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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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if (datas.ContainsKey("isOn"))
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{
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data.isOn = datas["isOn"];
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}
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float.TryParse(datas["nearTime"], out data.nearTime);
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float.TryParse(datas["nearTime"], out data.nearTime);
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float.TryParse(datas["normalTime"], out data.normalTime);
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float.TryParse(datas["normalTime"], out data.normalTime);
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@ -16,6 +16,7 @@ namespace QFramework.Example
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public Vector3 normalRot;
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public Vector3 normalRot;
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public float nearTime;
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public float nearTime;
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public float normalTime;
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public float normalTime;
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public string isOn;
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}
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}
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public partial class UICameraSwitch : UIPanel
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public partial class UICameraSwitch : UIPanel
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@ -58,7 +59,8 @@ 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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if (string.IsNullOrEmpty(mData.isOn))
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{
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if (Near.isOn)
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if (Near.isOn)
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{
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{
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SetNear();
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SetNear();
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@ -68,6 +70,19 @@ namespace QFramework.Example
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SetNormal();
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SetNormal();
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}
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}
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}
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}
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else
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{
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switch (mData.isOn)
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{
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case "near":
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SetNear();
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break;
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case "normal":
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SetNormal();
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break;
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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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{
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{
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@ -666,6 +666,11 @@ namespace XMLTool
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{
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{
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act.args.Add("normalTime", "0");
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act.args.Add("normalTime", "0");
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}
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}
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XAttribute isOn = action.Attribute("isOn");
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if (isOn != null)
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{
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act.args.Add("isOn", isOn.Value);
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}
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newAction = act;
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newAction = act;
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}
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}
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break;
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break;
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@ -51,8 +51,9 @@
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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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isOn: near或者normal 作为强制选择一个镜头
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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" isOn="near"></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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<Action type="TextTip" value="这里是文字描述" audio="q001.mp3" btns="确定,取消"/>
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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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<!--锁定镜头 value为是否锁定-->
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