修改内容1,去掉BtnAnimAction。修改为状态机,形成动画。

This commit is contained in:
李浩 2025-06-30 16:14:40 +08:00
parent b35dc6e32c
commit b7f523bd1d
447 changed files with 35254 additions and 770 deletions

File diff suppressed because one or more lines are too long

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@ -1,99 +1,100 @@
using DG.Tweening;
using DG.Tweening.Core;
using DG.Tweening.Plugins.Options;
using DG.Tweening;
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine;
using QFramework;
using UnityEngine.Rendering.Universal;
using static OperationController;
namespace QFramework
{
internal class AnimationAction : IAction
{
public System.Action OnFinished
internal class AnimationAction : IAction
{
get; set;
}
private AnimationAction()
{
}
private static readonly SimpleObjectPool<AnimationAction> mPool =
new SimpleObjectPool<AnimationAction>(() => new AnimationAction(), null, 10);
string path;
string animName;
Animation anim;
string frame;
string speed;
string deviceName;
float totalTime;
GameObject obj;
public static AnimationAction Allocate(string path, Dictionary<string, string> datas, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.path = path;
retNode.animName = datas.ContainsKey("animName") ? datas["animName"] : "";
retNode.frame = datas.ContainsKey("frame") ? datas["frame"] : "";
retNode.speed = datas.ContainsKey("speed") ? datas["speed"] : "";
retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : "";
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID
{
get; set;
}
public ActionStatus Status
{
get; set;
}
TweenerCore<float, float, FloatOptions> animDot;
public void OnStart()
{
if (string.IsNullOrEmpty(deviceName))
public System.Action OnFinished
{
obj = Utility.FindObj(path);
}
else
{
obj = DeviceController.Instance.GetDeviceObj(deviceName);
get; set;
}
if (obj != null)
private AnimationAction()
{
if (obj.activeSelf == false)
}
private static readonly SimpleObjectPool<AnimationAction> mPool =
new SimpleObjectPool<AnimationAction>(() => new AnimationAction(), null, 10);
string path;
string animName;
Animation anim;
string frame;
string speed;
string deviceName;
float totalTime;
GameObject obj;
public static AnimationAction Allocate(string path, Dictionary<string, string> datas, System.Action OnFinished = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.path = path;
retNode.animName = datas.ContainsKey("animName") ? datas["animName"] : "";
retNode.frame = datas.ContainsKey("frame") ? datas["frame"] : "";
retNode.speed = datas.ContainsKey("speed") ? datas["speed"] : "";
retNode.deviceName = datas.ContainsKey("deviceName") ? datas["deviceName"] : "";
retNode.OnFinished = OnFinished;
return retNode;
}
public ulong ActionID
{
get; set;
}
public ActionStatus Status
{
get; set;
}
TweenerCore<float, float, FloatOptions> animDot;
public void OnStart()
{
if (string.IsNullOrEmpty(deviceName))
{
Debug.LogError(obj.name + "当前是隐藏状态");
this.Finish();
obj = Utility.FindObj(path);
}
else
{
try
obj = DeviceController.Instance.GetDeviceObj(deviceName);
}
if (obj != null)
{
if (obj.activeSelf == false)
{
anim = obj.GetComponent<Animation>();
Debug.LogError(obj.name + "当前是隐藏状态");
this.Finish();
}
else
{
try
{
anim = obj.GetComponent<Animation>();
if (string.IsNullOrEmpty(frame) == false && frame != "-1")
{
int curFrame = 0;
int.TryParse(frame, out curFrame);
anim.clip = anim[animName].clip;
anim[animName].time = curFrame / anim.clip.frameRate;
anim.Play(animName);
anim[animName].speed = 0;
anim.Sample();
this.Finish();
}
else
{
if (string.IsNullOrEmpty(frame) == false && frame != "-1")
{
int curFrame = 0;
int.TryParse(frame, out curFrame);
anim.clip = anim[animName].clip;
anim[animName].time = curFrame / anim.clip.frameRate;
anim.Play(animName);
anim[animName].speed = 0;
anim.Sample();
this.Finish();
}
else
{
float curSpeed = 1;
if (string.IsNullOrEmpty(speed) == false)
{
@ -103,135 +104,90 @@ internal class AnimationAction : IAction
if (curSpeed < 0)
{
anim.Play(animName);
anim[animName].normalizedTime = 1; // 从动画末尾开始
// 计算倒播所需时间
float duration = anim[animName].length / Math.Abs(curSpeed);
animDot = DOTween.To(
() => anim[animName].normalizedTime,
v => anim[animName].normalizedTime = v,
0, // 倒播到动画开始
duration
);
anim[animName].normalizedTime = 1;
animDot = DOTween.To(() => anim[animName].normalizedTime, v => anim[animName].normalizedTime = v, 0, anim[animName].length / Math.Abs(curSpeed));
animDot.onComplete = () =>
{
anim.Stop();
this.Finish(); // 关键修改:添加完成调用
};
totalTime = duration; // 设置总时间为动画播放时长
}
else
{
anim[animName].speed = curSpeed;
anim.Play(animName);
totalTime = Math.Abs(anim[animName].length / curSpeed);
// 处理循环动画
if (anim[animName].wrapMode == WrapMode.Loop)
{
// 示例循环播放10秒后结束
totalTime = 10f;
anim[animName].speed = curSpeed;
anim.Play(animName);
if (anim[animName].wrapMode == WrapMode.Loop)
{
this.Finish();
}
}
totalTime = Math.Abs(anim[animName].length / curSpeed);
}
}
catch (Exception)
{
anim = obj.GetComponent<Animation>();
Debug.LogError($"{path} 播放动画 {animName} 出错");
}
}
catch (Exception)
{
anim = obj.GetComponent<Animation>();
Debug.LogError($"{path} 播放动画 {animName} 出错");
this.Finish();
}
}
}
else
{
Debug.LogError("未找到路径:" + path);
this.Finish();
}
}
public void OnExecute(float dt)
{
//if (Status != ActionStatus.NotStart) return;
totalTime -= dt;
// 新增:处理倒播动画的完成检测
if (anim != null && animDot != null && !animDot.IsPlaying())
{
this.Finish();
return;
}
if (anim != null)
{
// 非循环动画判断
if (anim[animName].wrapMode != WrapMode.Loop)
{
if (!anim.isPlaying || totalTime <= 0)
{
this.Finish();
}
}
// 循环动画判断(基于总时间)
else
{
if (totalTime <= 0)
{
anim.Stop(animName);
this.Finish();
}
Debug.LogError("未找到路径:" + path);
this.Finish();
}
}
else
public void OnExecute(float dt)
{
this.Finish();
}
}
public void OnFinish()
{
// Debug.Log("调用这个AnimActionfinish");
OnFinished?.Invoke(); // 触发外部回调
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
public bool Paused
{
get; set;
}
public void Deinit()
{
if (!Deinited)
{
if (obj != null && anim != null)
totalTime -= Time.deltaTime;
if (anim != null && (anim.isPlaying == false || totalTime <= 0))
{
anim.Stop();
this.Finish();
}
animDot?.Kill();
OnFinished = null;
Deinited = true;
obj = null;
mPool.Recycle(this);
}
public void OnFinish()
{
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
public bool Paused
{
get; set;
}
public void Deinit()
{
if (!Deinited)
{
if (obj != null)
{
if (anim != null)
{
anim.Stop();
}
}
animDot?.Kill();
OnFinished = null;
Deinited = true;
obj = null;
mPool.Recycle(this);
}
}
public bool Deinited
{
get; set;
}
}
public bool Deinited
{
get; set;
}
}
}

View File

@ -79,6 +79,9 @@ namespace QFramework
data.pos = datas.ContainsKey("pos") ? datas["pos"] : string.Empty;
data.animName = datas.ContainsKey("animName") ? datas["animName"] : string.Empty;
data.speed = datas.ContainsKey("speed") ? datas["speed"] : string.Empty;
UIKit.OpenPanelAsync<UIBtnAnim>(uiData: data, canvasLevel: UILevel.Common).ToAction().StartGlobal(() =>
{
this.Finish();

View File

@ -0,0 +1,90 @@
using DG.Tweening;
using QFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ReSetZhanShiCameraAction : IAction
{
public ulong ActionID
{
get; set;
}
public bool Deinited
{
get; set;
}
public bool Paused
{
get; set;
}
public ActionStatus Status
{
get; set;
}
private static readonly SimpleObjectPool<ReSetZhanShiCameraAction> mPool =
new SimpleObjectPool<ReSetZhanShiCameraAction>(() => new ReSetZhanShiCameraAction(), null, 10);
Vector3 pos;
float time;
string path;
public static ReSetZhanShiCameraAction Allocate(string path, Vector3 pos, float time, System.Action onDelayFinish = null)
{
var retNode = mPool.Allocate();
retNode.ActionID = ActionKit.ID_GENERATOR++;
retNode.Deinited = false;
retNode.Reset();
retNode.pos = pos;
retNode.time = time;
retNode.path = path;
return retNode;
}
public void Deinit()
{
if (!Deinited)
{
Deinited = true;
mPool.Recycle(this);
}
}
public void OnExecute(float dt)
{
}
public void OnFinish()
{
}
public void OnStart()
{
GameObject obj = null;
#if VR
if (path == "FlyCamera")
{
obj = UIRoot.Instance.transform.Find("ZFrame").gameObject;
}
#endif
obj = Utility.FindObj(path);
if (obj == null)
{
Debug.LogError($"ûÓÐÕÒµ½Â·¾¶{path}");
return;
}
obj.transform.DOMove(pos, time).onComplete = () => this.Finish(); ;
}
public void Reset()
{
Status = ActionStatus.NotStart;
Paused = false;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 9ea3b169b1da421428948441ef823d4c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -21,6 +21,9 @@ namespace QFramework.Example
public String animName;
public string speed;
}
public partial class UIBtnAnim : UIPanel
{
@ -47,7 +50,7 @@ namespace QFramework.Example
List<String> targetObj = mData.AnimObj.Split('|')?.ToList();
List<String> size = mData.size.Split('|')?.ToList();
List<String> pos = mData.pos.Split('|')?.ToList();
string speed = mData.speed.ToString();
for (int i = 0; i < title.Count; i++)
{
@ -71,12 +74,12 @@ namespace QFramework.Example
ButtonItemObj.transform.GetComponent<Button>().onClick.RemoveAllListeners();
ButtonItemObj.transform.GetComponent<Button>().onClick.AddListener(() => {
UIGuideTipData data = new UIGuideTipData();
data = UIKit.GetPanel<UIGuideTip>().Data;
UIGuideTipData data = UIKit.GetPanel<UIGuideTip>().Data;
UIKit.HidePanel<UIGuideTip>();
UIKit.HidePanel<UITextWindow>();
UIKit.ClosePanel<UIGuideTip>();
UIKit.ClosePanel<UITextWindow>();
obj.gameObject.SetActive(false);
AnimObj.gameObject.SetActive(true);
PlayReverseAnimation(targetObj[j], mData.animName, () => {
@ -84,11 +87,18 @@ namespace QFramework.Example
AnimObj.gameObject.SetActive(false);
obj.gameObject.SetActive(true);
UIKit.OpenPanelAsync<UIGuideTip>(uiData: data, canvasLevel: UILevel.Common).ToAction().StartGlobal();
// Debug.Log("在事件结束添加这些方法");
});
UIKit.OpenPanel<UIGuideTip>(uiData: data, canvasLevel: UILevel.Common);
//UIKit.OpenPanelAsync<UIGuideTip>(uiData: data, canvasLevel: UILevel.Common).ToAction().StartGlobal(() => {
// UIKit.GetPanel<UIGuideTip>().isUpdate = true;
//});
// Debug.Log("在事件结束添加这些方法");
}, speed);
});
@ -96,12 +106,12 @@ namespace QFramework.Example
}
public void PlayReverseAnimation(string path, string animName, Action OnFinishAction)
public void PlayReverseAnimation(string path, string animName, Action OnFinishAction, string speed)
{
var data = new Dictionary<string, string>
{
{ "animName", animName },
{ "speed", "-1" } // 传递-1实现倒播
{ "speed",speed } // 传递-1实现倒播
};
var action = AnimationAction.Allocate(path, data);
@ -109,14 +119,32 @@ namespace QFramework.Example
// ÉèÖûص÷
action.OnFinished += () =>
{
// Debug.Log("倒播动画完成回调触发");
OnFinishAction?.Invoke();
action.Deinit();
// Debug.Log("倒播动画完成回调触发");
action.Finish();
OnFinishAction?.Invoke(); action.Deinit();
};
// Æô¶¯¶¯×÷
action.OnStart();
ActionKit.Sequence().Append(action).StartGlobal();
// GameObject obj = Utility.FindObj(path);
// obj.SetActive(true);
//Animation anim = obj.GetComponent<Animation>();
// anim.clip = anim[animName].clip;
// anim[animName].speed = speed.ToFloat();
// anim.Play();
// if (OnFinishAction!=null)
// {
// OnFinishAction.Invoke();
// }
}
protected override void OnShow()
{

View File

@ -75,11 +75,13 @@ namespace QFramework.Example
sliderItemObj.name = Objs[i];
// 设置Slider标题
sliderItemObj.transform.Find("TitleText").GetComponent<Text>().text = Objs[i];
Debug.Log(sliderItemObj+"??");
Slider slider = sliderItemObj.GetComponent<Slider>();
slider.transform.Find("Title").transform.Find("TitleText").GetComponent<Text>().text = Objs[i];
// 获取Slider组件并设置初始值
Slider slider = sliderItemObj.GetComponent<Slider>();
sliders.Add(slider);
if (slider != null)
@ -126,6 +128,12 @@ namespace QFramework.Example
else if(slider.value == 0)
{
var v= UIKit.GetPanel<UIGuideTip>();
var Data = UIKit.GetPanel<UIGuideTip>().Data;
UIKit.OpenPanelAsync<UIGuideTip>(uiData: Data, canvasLevel: UILevel.Common).ToAction().StartGlobal(() =>
{
});
v.Show();
v.isUpdate = true;

View File

@ -2041,6 +2041,11 @@ namespace XMLTool
{
act.args.Add("animName", animName.Value);
}
XAttribute speed = action.Attribute("speed");
if (speed != null)
{
act.args.Add("speed", speed.Value);
}
newAction = act;
}

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@ -78,7 +78,9 @@
<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="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|棱柱形成动画|棱锥形成动画|球体形成动画|圆柱形成动画|圆锥形成动画" 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|棱柱形成动画|棱锥形成动画|球体形成动画|圆柱形成动画|圆锥形成动画" pos="-889,317.1|-756,317.1|-756,317.1|-756,317.1|-756,317.1|-756,317.1|730,347|730,347|730,347|730,347|730,347" size="125,70|125,70|125,70|125,70|125,70|125,70|125,70|125,70|125,70|125,70|125,70" />
@ -98,6 +100,12 @@
<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="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥形成动画" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体形成动画" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱形成动画" isShow="false" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥形成动画" isShow="false" isDevice="false"></Action>
<Action type="Var" name="进入棱柱" value="1"></Action>
@ -135,11 +143,12 @@
<Action type="Log" value="进入棱柱状态机"></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="true" isDevice="false"></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"
@ -147,13 +156,11 @@
></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"
offSet="200,0,0|0,100,0|-200,0,0|-250,0,0|-250,0,0|300,0,0|447,0,0|-300,0,0"
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。|
@ -188,9 +195,7 @@
<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 type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="false" isDevice="false"></Action>
</Action>
</Exit>
@ -204,13 +209,14 @@
<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="UIRoot/Common/UIBtns/BtnContent/棱锥形成动画" isShow="true" isDevice="false"></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"
@ -220,7 +226,7 @@
<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"
offSet="200,0,0 |-250,0,0|-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。|
@ -234,7 +240,7 @@
></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 type="UISliderAnim" title="棱高|棱锥倾斜度|底面边长" targetObj="Main/A_SM_LengZhui"> </Action>
</Action>
@ -243,8 +249,7 @@
<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 type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥形成动画" isShow="false" isDevice="false"></Action>
</Action>
@ -258,8 +263,8 @@
<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="Show" value="UIRoot/Common/UIBtns/BtnContent/球体形成动画" 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>
@ -269,10 +274,10 @@
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"
offSet="-300,0,0|300,0,0"
showName="球体圆心,球体半径"
tiptext="
半圆的圆心叫作球心。|
@ -291,8 +296,11 @@
<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 type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体形成动画" isShow="false" isDevice="false"></Action>
</Action>
</Exit>
@ -303,13 +311,17 @@
<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="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱形成动画" isShow="true" isDevice="false"></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"
@ -319,7 +331,7 @@
<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"
offSet="200,0,0|200,0,0|-200,0,0|400,0,0|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。|
@ -330,7 +342,7 @@
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 type="UISliderAnim" title="上底面半径|底面半径|圆柱高|圆柱倾斜度" targetObj="Main/A_SM_YuanZhu"> </Action>
@ -342,21 +354,22 @@
<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/圆柱形成动画" 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="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥形成动画" 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>
@ -370,7 +383,7 @@
<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"
offSet="200,0,0|200,0,0|-200,0,0|-400,0,0|-100,0,0|350,0,0"
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"
@ -380,7 +393,7 @@
></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 type="UISliderAnim" title="底面半径|圆锥倾斜度|圆锥高" targetObj="Main/A_SM_YuanZhui"> </Action>
@ -391,6 +404,7 @@
<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="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥形成动画" isShow="false" isDevice="false"></Action>
<!--<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>-->
@ -408,7 +422,7 @@
<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="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>
@ -441,7 +455,7 @@
<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="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>
@ -472,7 +486,7 @@
<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="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>
@ -504,7 +518,7 @@
<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="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>
@ -535,7 +549,7 @@
<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="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>
@ -559,6 +573,245 @@
</State>
<State name="棱柱形成动画">
<Enter>
<Action type="Sequence">
<Action type="Log" value="棱柱形成动画!!!!"></Action>
<Action type="Var" name="进入棱柱" value="2"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhuAnim" isShow="true" isDevice="false"></Action>
<Action type="Anim" value="Main/A_SM_LengZhuAnim" animName="Lengzhu" frame="1"></Action>
<Action type="Anim" value="Main/A_SM_LengZhuAnim" animName="Lengzhu" speed="-1"></Action>
<Action type="Show" value="Main/A_SM_LengZhu" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhuAnim" isShow="false" isDevice="false"></Action>
<Action type="Var" name="进入棱柱" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出 棱柱形成动画 动画!!!!"></Action>
</Action>
</Exit>
</State>
<State name="棱锥形成动画">
<Enter>
<Action type="Sequence">
<Action type="Log" value="棱锥形成动画!!!!"></Action>
<Action type="Var" name="进入棱锥" value="2"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/棱锥形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhui" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhuiAnim" isShow="true" isDevice="false"></Action>
<Action type="Anim" value="Main/A_SM_LengZhuiAnim" animName="Lengzhui" frame="1"></Action>
<Action type="Anim" value="Main/A_SM_LengZhuiAnim" animName="Lengzhui" speed="-1"></Action>
<Action type="Show" value="Main/A_SM_LengZhui" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_LengZhuiAnim" isShow="false" isDevice="false"></Action>
<Action type="Var" name="进入棱锥" value="1"></Action>
</Action>
</Enter>
<Exit>
<Action type="Sequence">
<Action type="Log" value="退出 棱锥形成动画 动画!!!!"></Action>
</Action>
</Exit>
</State>
<State name="球体形成动画">
<Enter>
<Action type="Sequence">
<Action type="Log" value="球体形成动画!!!!"></Action>
<Action type="Var" name="进入球体" value="2"></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="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/球体形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_QiuTi" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_QiuTiAnim" isShow="true" isDevice="false"></Action>
<Action type="Anim" value="Main/A_SM_QiuTiAnim" animName="Qiuti" frame="1"></Action>
<Action type="Anim" value="Main/A_SM_QiuTiAnim" animName="Qiuti" speed="1"></Action>
<Action type="Show" value="Main/A_SM_QiuTi" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_QiuTiAnim" isShow="false" isDevice="false"></Action>
<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 形成动画 动画!!!!"></Action>
</Action>
</Exit>
</State>
<State name="圆柱形成动画">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆柱形成动画!!!!"></Action>
<Action type="Var" name="进入圆柱" value="2"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆柱形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhuAnim" isShow="true" isDevice="false"></Action>
<Action type="Anim" value="Main/A_SM_YuanZhuAnim" animName="Yuanzhu" frame="1"></Action>
<Action type="Anim" value="Main/A_SM_YuanZhuAnim" animName="Yuanzhu" speed="1"></Action>
<Action type="Show" value="Main/A_SM_YuanZhu" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhuAnim" isShow="false" isDevice="false"></Action>
<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 形成动画 动画!!!!"></Action>
</Action>
</Exit>
</State>
<State name="圆锥形成动画">
<Enter>
<Action type="Sequence">
<Action type="Log" value="圆锥形成动画!!!!"></Action>
<Action type="Var" name="进入圆锥" value="2"></Action>
<Action type="UIShow" value="UIGuideTip" isShow="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥分类对比学习" isShow="true" isDevice="false"></Action>
<Action type="Show" value="UIRoot/Common/UIBtns/BtnContent/圆锥形成动画" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="false" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhuiAnim" isShow="true" isDevice="false"></Action>
<Action type="Anim" value="Main/A_SM_YuanZhuiAnim" animName="Yuanzhui" frame="1"></Action>
<Action type="Anim" value="Main/A_SM_YuanZhuiAnim" animName="Yuanzhui" speed="1"></Action>
<Action type="Show" value="Main/A_SM_YuanZhui" isShow="true" isDevice="false"></Action>
<Action type="Show" value="Main/A_SM_YuanZhuiAnim" isShow="false" isDevice="false"></Action>
<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 形成动画 动画!!!!"></Action>
</Action>
</Exit>
</State>
<Transision from="any" to="棱柱形成动画">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/棱柱形成动画"></Condition>
</Transision>
<Transision from="any" to="棱锥形成动画">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/棱锥形成动画"></Condition>
</Transision>
<Transision from="any" to="球体形成动画">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/球体形成动画"></Condition>
</Transision>
<Transision from="any" to="圆柱形成动画">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/圆柱形成动画"></Condition>
</Transision>
<Transision from="any" to="圆锥形成动画">
<Condition type="UIClick" value="UIRoot/Common/UIBtns/BtnContent/圆锥形成动画"></Condition>
</Transision>
<Transision from="any" to="棱柱">

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