Browse Source

修复bug

“hujiajun” 1 year ago
parent
commit
9bacc8a8d6
100 changed files with 19430 additions and 1405 deletions
  1. 11347 0
      Assets/AssetViewer.unity
  2. 8 0
      Assets/AssetViewer.unity.meta
  3. 10 177
      Assets/HotUpdate/CustomHorizintalScrollView.cs
  4. 2 10
      Assets/HotUpdate/GameManager.cs
  5. 266 0
      Assets/HotUpdate/GetAllBounds.cs
  6. 11 0
      Assets/HotUpdate/GetAllBounds.cs.meta
  7. 1 1
      Assets/HotUpdate/ImmersalLocalizerController.cs
  8. 41 3
      Assets/HotUpdate/LoginPanel.cs
  9. 9 2
      Assets/HotUpdate/MoveChange.cs
  10. 8 0
      Assets/HotUpdate/OOBE.meta
  11. 111 0
      Assets/HotUpdate/OOBE/GetVideoImage.cs
  12. 11 0
      Assets/HotUpdate/OOBE/GetVideoImage.cs.meta
  13. 8 0
      Assets/HotUpdate/OOBE/Scripts.meta
  14. 550 0
      Assets/HotUpdate/OOBE/Scripts/AudioManager.cs
  15. 11 0
      Assets/HotUpdate/OOBE/Scripts/AudioManager.cs.meta
  16. 8 0
      Assets/HotUpdate/OOBE/Scripts/Entity.meta
  17. 8 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ContentInfo.cs
  18. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ContentInfo.cs.meta
  19. 19 0
      Assets/HotUpdate/OOBE/Scripts/Entity/FunctionInfo.cs
  20. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/FunctionInfo.cs.meta
  21. 10 0
      Assets/HotUpdate/OOBE/Scripts/Entity/FunctionValue.cs
  22. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/FunctionValue.cs.meta
  23. 9 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ModuleFunctionData.cs
  24. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ModuleFunctionData.cs.meta
  25. 15 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ModuleInfo.cs
  26. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/ModuleInfo.cs.meta
  27. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/StepContentInfo.cs
  28. 11 0
      Assets/HotUpdate/OOBE/Scripts/Entity/StepContentInfo.cs.meta
  29. 208 0
      Assets/HotUpdate/OOBE/Scripts/Enums.cs
  30. 11 0
      Assets/HotUpdate/OOBE/Scripts/Enums.cs.meta
  31. 33 0
      Assets/HotUpdate/OOBE/Scripts/MonoSingletonOBE.cs
  32. 11 0
      Assets/HotUpdate/OOBE/Scripts/MonoSingletonOBE.cs.meta
  33. 8 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite.meta
  34. 56 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseView.cs
  35. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseView.cs.meta
  36. 29 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseWindow.cs
  37. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseWindow.cs.meta
  38. 34 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetL.cs
  39. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetL.cs.meta
  40. 35 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetR.cs
  41. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetR.cs.meta
  42. 161 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList.cs
  43. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList.cs.meta
  44. 27 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListButtonEvent.cs
  45. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListButtonEvent.cs.meta
  46. 542 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListPanel.cs
  47. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListPanel.cs.meta
  48. 139 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList_Button.cs
  49. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList_Button.cs.meta
  50. 17 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectOverPanel.cs
  51. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectOverPanel.cs.meta
  52. 130 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectSettlementPanel.cs
  53. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectSettlementPanel.cs.meta
  54. 63 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/OBEEventManager.cs
  55. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/OBEEventManager.cs.meta
  56. 49 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/PlaySounds.cs
  57. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/PlaySounds.cs.meta
  58. 9 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLFuJian.cs
  59. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLFuJian.cs.meta
  60. 9 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLPeiZhi.cs
  61. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLPeiZhi.cs.meta
  62. 142 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLWaiXiang.cs
  63. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLWaiXiang.cs.meta
  64. 22 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/StartZhongKong.cs
  65. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/StartZhongKong.cs.meta
  66. 56 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/inspectResultList_Button.cs
  67. 11 0
      Assets/HotUpdate/OOBE/Scripts/OBESprite/inspectResultList_Button.cs.meta
  68. 8 0
      Assets/HotUpdate/OOBE/Scripts/TestGongYe.meta
  69. 70 0
      Assets/HotUpdate/OOBE/Scripts/TestGongYe/GongYeContral.cs
  70. 11 0
      Assets/HotUpdate/OOBE/Scripts/TestGongYe/GongYeContral.cs.meta
  71. 7 3
      Assets/HotUpdate/Patch_ModelController.cs
  72. 4 0
      Assets/HotUpdate/PointFileGetUrlCommand.cs
  73. 33 0
      Assets/HotUpdate/SChooseItem.cs
  74. 19 5
      Assets/HotUpdate/SettingPanel.cs
  75. 146 18
      Assets/HotUpdate/TemplateModel.cs
  76. 3 0
      Assets/HybridCLRGenerate/AOTGenericReferences.cs
  77. 21 1
      Assets/HybridCLRGenerate/link.xml
  78. 7 72
      Assets/MRNavigatorPro.unity
  79. 3260 0
      Assets/MRNavigatorStart/ERNIEBot.prefab
  80. 7 0
      Assets/MRNavigatorStart/ERNIEBot.prefab.meta
  81. 86 4
      Assets/MRNavigatorStart/MRNavigatorStart.prefab
  82. 268 319
      Assets/MRNavigatorStart/UI/SceneChoose.prefab
  83. 1 1
      Assets/MRNavigatorStart/UI/SceneChoose.prefab.meta
  84. 454 468
      Assets/MRNavigatorStart/UI/SceneChoose2.prefab
  85. 1 1
      Assets/MRNavigatorStart/UI/SceneChoose2.prefab.meta
  86. 29 0
      Assets/Map Data/75570-YiLou-metadata.json
  87. 7 0
      Assets/Map Data/75570-YiLou-metadata.json.meta
  88. BIN
      Assets/Map Data/75570-YiLou.bytes
  89. 7 0
      Assets/Map Data/75570-YiLou.bytes.meta
  90. 1 1
      Assets/Prefab/BluePrefabs/SpotName.prefab
  91. 268 319
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  92. 8 0
      Assets/Samples/OBE.meta
  93. 8 0
      Assets/Samples/OBE/1.0.0.meta
  94. 8 0
      Assets/Samples/OBE/1.0.0/OBE.meta
  95. 8 0
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  96. 8 0
      Assets/Samples/OBE/1.0.0/OBE/ModelFile/AnimController.meta
  97. 8 0
      Assets/Samples/OBE/1.0.0/OBE/ModelFile/AnimController/OBE.meta
  98. 69 0
      Assets/Samples/OBE/1.0.0/OBE/ModelFile/AnimController/OBE/diannao_1.controller
  99. 8 0
      Assets/Samples/OBE/1.0.0/OBE/ModelFile/AnimController/OBE/diannao_1.controller.meta
  100. 69 0
      Assets/Samples/OBE/1.0.0/OBE/ModelFile/AnimController/OBE/diannao_3.controller

+ 11347 - 0
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+ 8 - 0
Assets/AssetViewer.unity.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6a6606450a49d49d889c4d34422f02aa
+timeCreated: 1503341856
+licenseType: Store
+DefaultImporter:
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+ 10 - 177
Assets/HotUpdate/CustomHorizintalScrollView.cs

@@ -3,198 +3,31 @@ using UnityEngine;
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 
-public class CustomHorizintalScrollView : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
+public class CustomHorizintalScrollView : MonoBehaviour
 {
-    private List<SceneValue> mSceneData;
     public RectTransform content;
-    public List<SChooseItem> itemList = new List<SChooseItem>();
-    private Vector3 lastPosition;
-    private float offset;
+    public GameObject itemgo;
+    public List<GameObject> itemgolist;
 
     public int startIndex = 0;
     public int endIndex = 0;
 
-    private float size;
-    private float index0Y;
-
-    private bool isMoveItem; // 标记当前的Item是否需要挪动
-    private bool sliderUp;
-    private bool isDrag;
-    private float speed = 20; // 拖动速度
-
     public void Init(List<SceneValue> m_SceneData, SceneChoose SceneChoose)
     {
         Debug.Log("UpdateSceneItem411");
-        mSceneData = m_SceneData;
-
-        Debug.Log("UpdateSceneItem41");
-        size = itemList[0].GetComponent<RectTransform>().rect.size.x;
-        index0Y = itemList[0].transform.localPosition.x;
-
-        Debug.Log("UpdateSceneItem42");
-        if (m_SceneData.Count == 1)
-        {
-            itemList[2].gameObject.SetActive(false);
-            itemList.Remove(itemList[2]);
-            itemList[1].gameObject.SetActive(false);
-            itemList.Remove(itemList[1]);
-            Vector3 temp = itemList[0].gameObject.GetComponent<RectTransform>().localPosition;
-            temp.x = 600;
-            itemList[0].gameObject.GetComponent<RectTransform>().localPosition = temp;
-        }
-        else if (m_SceneData.Count == 2&& itemList.Count==3)
-        {
-            itemList[2].gameObject.SetActive(false);
-            itemList.Remove(itemList[2]);
-        }
-
-        Debug.Log("UpdateSceneItem43");
-        for (int i = 0; i < itemList.Count; i++) // 显示几个数据(这里为5个)
-        {
-            itemList[i].GetComponentInChildren<Text>().text = mSceneData[i].name;
-            itemList[i].SceneData = mSceneData[i];
-        }
-
-        Debug.Log("UpdateSceneItem44");
-        startIndex = 0;
-        endIndex = itemList.Count - 2;
-        Debug.Log("UpdateSceneItem45");
-    }
-
-    private void UpdateList(Vector2 position)
-    {
-        offset = position.x - lastPosition.x;
-        offset = Mathf.Clamp(offset, -50, 50); // Item宽/2
-        lastPosition = position;
-        for (int i = 0; i < itemList.Count; i++)
+        if(itemgolist!=null)
         {
-            itemList[i].transform.localPosition += Vector3.right * offset;
-        }
-
-        if (offset < 0) // 往左滑动
-        {
-            if (!sliderUp && isMoveItem)
+            for (int i = 0; i < itemgolist.Count; i++)
             {
-                startIndex++;
-                if (startIndex > mSceneData.Count - 1)
-                    startIndex = 0;
-                isMoveItem = false;
+                Destroy(itemgolist[i]);
             }
-            sliderUp = true;
-
-            if (itemList[0].transform.localPosition.x <= index0Y && !isMoveItem)
-            {
-                isMoveItem = true;
-                Debug.Log("添加一个Item到末尾");
-                itemList[itemList.Count - 1].transform.localPosition = itemList[itemList.Count - 2].transform.localPosition + Vector3.right * size;
-                endIndex++;
-                if (endIndex > mSceneData.Count - 1)
-                    endIndex = 0;
-
-                itemList[itemList.Count - 1].GetComponentInChildren<Text>().text = mSceneData[endIndex].name;
-                itemList[itemList.Count - 1].SceneData = mSceneData[endIndex];
-            }
-            else
-            {
-                if (itemList[0].transform.localPosition.x <= index0Y - size)
-                {
-                    isMoveItem = false;
-                    Debug.Log("将第一个Item放到末尾");
-                    SChooseItem temp = itemList[0];
-                    temp.transform.localPosition = itemList[itemList.Count - 1].transform.localPosition + Vector3.right * size;
-                    for (int i = 1; i < itemList.Count; i++)
-                    {
-                        itemList[i - 1] = itemList[i];
-                    }
-                    itemList[itemList.Count - 1] = temp;
-
-                    startIndex++;
-                    if (startIndex > mSceneData.Count - 1)
-                        startIndex = 0;
-                }
-            }
-
         }
-        else if (offset > 0)// 往右滑动
+        for (int i = 0; i < m_SceneData.Count; i++)
         {
-            if (sliderUp && isMoveItem)
-            {
-                endIndex--;
-                if (endIndex < 0)
-                    endIndex = mSceneData.Count - 1;
-                isMoveItem = false;
-            }
-            sliderUp = false;
-
-            if (itemList[0].transform.localPosition.x >= index0Y && !isMoveItem)
-            {
-                isMoveItem = true;
-                Debug.Log("添加一个Item到顶部");
-                itemList[itemList.Count - 1].transform.localPosition = itemList[0].transform.localPosition - Vector3.right * size;
-                startIndex--;
-                if (startIndex < 0)
-                    startIndex = mSceneData.Count - 1;
-
-                itemList[itemList.Count - 1].GetComponentInChildren<Text>().text = mSceneData[startIndex].name;
-                itemList[itemList.Count - 1].SceneData = mSceneData[startIndex];
-            }
-            else
-            {
-                if (itemList[0].transform.localPosition.x >= size - index0Y)
-                {
-                    Debug.Log("将最后一个Item放到顶部");
-                    SChooseItem temp = itemList[itemList.Count - 1];
-                    temp.transform.localPosition = itemList[0].transform.localPosition - Vector3.right * size;
-                    isMoveItem = false;
-                    for (int i = itemList.Count - 1; i >= 1; i--)
-                    {
-                        itemList[i] = itemList[i - 1];
-                    }
-                    itemList[0] = temp;
-
-                    endIndex--;
-                    if (endIndex < 0)
-                        endIndex = mSceneData.Count - 1;
-                }
-            }
-
+            itemgolist.Add(Instantiate(itemgo, content));
+            itemgolist[itemgolist.Count - 1].SetActive(true) ;
+            itemgolist[itemgolist.Count - 1].GetComponent<SChooseItem>().init( m_SceneData[i]);
         }
-    }
 
-    private Vector3 targetPos;
-    private Vector3 currentPos;
-    public void OnBeginDrag(PointerEventData eventData)
-    {
-        if (itemList.Count < 3) return;
-        if ((eventData.button == PointerEventData.InputButton.Left))
-        {
-            isDrag = true;
-            lastPosition = eventData.position;
-        }
-    }
-
-    public void OnEndDrag(PointerEventData eventData)
-    {
-        if (itemList.Count < 3) return;
-        isDrag = false;
-        targetPos = eventData.pointerPressRaycast.worldPosition + Vector3.Project(eventData.pointerPressRaycast.worldPosition - currentPos, Vector3.right) * speed;
-        //targetPos = Input.mousePosition + Vector3.Project(Input.mousePosition - currentPos, Vector3.right) * speed;
-    }
-
-    public void OnDrag(PointerEventData eventData)
-    {
-        if (itemList.Count < 3) return;
-        RectTransformUtility.ScreenPointToLocalPointInRectangle(this.viewRectTran, eventData.position, eventData.pressEventCamera, out Vector2 vector);
-        {
-            currentPos = eventData.pointerPressRaycast.worldPosition;
-            currentPos = vector;
-            UpdateList(currentPos);
-        }
-    }
-
-    private RectTransform viewRectTran;
-    private void Awake()
-    {
-        viewRectTran = GetComponent<RectTransform>();
     }
 }

+ 2 - 10
Assets/HotUpdate/GameManager.cs

@@ -347,6 +347,8 @@ public class GameManager : MonoSingleton<GameManager>
     public List<SceneValue> sucessvalues;
     public void exitscene()
     {
+        m_EditorCanvas.gameObject.SetActive(false);
+        m_SettingPanel.gameObject.SetActive(false);
         Destroy(loadref.goRefrence);
         loadref.goRefrence = null;
         armapObj.transform.parent.position = Vector3.zero;
@@ -560,16 +562,6 @@ public class GameManager : MonoSingleton<GameManager>
 
         StartCoroutine(startSendPos());
 
-
-        TimerMgr.Instance.CreateTimer(()=> {
-
-            if(GameManager.Instance.armap.enabled&& !XRLocalizer.Instance.isLocalizing)
-            {
-               // XRLocalizer.Instance.isLocalizing = true;
-              //  XRLocalizer.Instance.Localize();
-            }
-
-        },0.5f,-1);
     }
 
         IEnumerator startSendPos()

+ 266 - 0
Assets/HotUpdate/GetAllBounds.cs

@@ -0,0 +1,266 @@
+
+using UnityEngine;
+/// <summary>
+///  获取某一物体的实际Bounds  参数
+///  
+///  
+/// </summary>
+public class GetAllBounds
+{
+   public static Bounds GetRendererBounds( GameObject obj)
+    {
+        Renderer[] renderers = obj.GetComponentsInChildren<Renderer>();
+       
+        Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
+        if (renderers.Length < 1)
+            return bounds;
+        bounds = new Bounds(renderers[0].transform.position, Vector3.zero);
+        float maxX = renderers[0].bounds.center.x;
+        float minX = renderers[0].bounds.center.x;
+        float maxY = renderers[0].bounds.center.y;
+        float minY = renderers[0].bounds.center.y;
+        float maxZ = renderers[0].bounds.center.z;
+        float minZ = renderers[0].bounds.center.z;
+        foreach (Renderer renderer in renderers)
+        {
+            bounds.Encapsulate(renderer.bounds);
+
+            if (maxX < renderer.bounds.center.x)
+                maxX = renderer.bounds.center.x;
+            if (minX > renderer.bounds.center.x)
+                minX = renderer.bounds.center.x;
+
+            if (maxY < renderer.bounds.center.y)
+                maxY = renderer.bounds.center.y;
+            if (minY > renderer.bounds.center.y)
+                minY = renderer.bounds.center.y;
+
+            if (maxZ < renderer.bounds.center.z)
+                maxZ = renderer.bounds.center.z;
+            if (minZ > renderer.bounds.center.z)
+                minZ = renderer.bounds.center.z;
+        }
+        bounds.center = new Vector3(maxX - (maxX - minX) / 2.0f, maxY - (maxY - minY) / 2.0f, maxZ - (maxZ - minZ) / 2.0f);
+        return bounds;
+    }
+
+    public static Bounds GetMeshFiletBounds(GameObject obj)
+    {
+        MeshFilter[] meshFilters = obj.GetComponentsInChildren<MeshFilter>();
+        Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
+        if (meshFilters.Length < 1)
+            return bounds;
+        bounds = new Bounds(meshFilters[0].transform.position, Vector3.zero);
+        Bounds meshBounds = GetMeshBounds(meshFilters[0].gameObject, meshFilters[0].mesh);
+        float maxX = meshFilters[0].transform.position.x + meshBounds.size.x / 2.0f;
+        float minX = meshFilters[0].transform.position.x - meshBounds.size.x / 2.0f;
+        float maxY = meshFilters[0].transform.position.y + meshBounds.size.y / 2.0f;
+        float minY = meshFilters[0].transform.position.y - meshBounds.size.y / 2.0f;
+        float maxZ = meshFilters[0].transform.position.z + meshBounds.size.z / 2.0f;
+        float minZ = meshFilters[0].transform.position.z - meshBounds.size.z / 2.0f;
+
+        foreach (MeshFilter meshFilter in meshFilters)
+        {
+            meshBounds = GetMeshBounds(meshFilter.gameObject, meshFilter.mesh);
+            bounds.Encapsulate(meshBounds);
+
+            if (maxX < meshFilter.transform.position.x + meshBounds.size.x / 2.0f)
+                maxX = meshFilter.transform.position.x + meshBounds.size.x / 2.0f;
+            if (minX > meshFilter.transform.position.x - meshBounds.size.x / 2.0f)
+                minX = meshFilter.transform.position.x - meshBounds.size.x / 2.0f;
+
+            if (maxY < meshFilter.transform.position.y + meshBounds.size.y / 2.0f)
+                maxY = meshFilter.transform.position.y + meshBounds.size.y / 2.0f;
+            if (minY > meshFilter.transform.position.y - meshBounds.size.y / 2.0f)
+                minY = meshFilter.transform.position.y - meshBounds.size.y / 2.0f;
+
+            if (maxZ < meshFilter.transform.position.z + meshBounds.size.z / 2.0f)
+                maxZ = meshFilter.transform.position.z + meshBounds.size.z / 2.0f;
+            if (minZ > meshFilter.transform.position.z - meshBounds.size.z / 2.0f)
+                minZ = meshFilter.transform.position.z - meshBounds.size.z / 2.0f;
+        }
+        bounds.center = new Vector3(maxX - (maxX - minX) / 2.0f, maxY - (maxY - minY) / 2.0f, maxZ - (maxZ - minZ) / 2.0f);
+        return bounds;
+    }
+
+    public static Bounds GetSkinnedMeshBounds(GameObject obj)
+    {
+        SkinnedMeshRenderer[] skinnedMeshRenderers = obj.GetComponentsInChildren<SkinnedMeshRenderer>();
+        Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
+        if (skinnedMeshRenderers.Length < 1)
+            return bounds;
+        Mesh mesh = new Mesh();
+        skinnedMeshRenderers[0].BakeMesh(mesh);
+        bounds = new Bounds(skinnedMeshRenderers[0].transform.position, Vector3.zero);
+        Bounds meshBounds = GetMeshBounds(skinnedMeshRenderers[0].gameObject, mesh);
+        float maxX = skinnedMeshRenderers[0].transform.position.x + meshBounds.size.x / 2.0f;
+        float minX = skinnedMeshRenderers[0].transform.position.x - meshBounds.size.x / 2.0f;
+        float maxY = skinnedMeshRenderers[0].transform.position.y + meshBounds.size.y / 2.0f;
+        float minY = skinnedMeshRenderers[0].transform.position.y - meshBounds.size.y / 2.0f;
+        float maxZ = skinnedMeshRenderers[0].transform.position.z + meshBounds.size.z / 2.0f;
+        float minZ = skinnedMeshRenderers[0].transform.position.z - meshBounds.size.z / 2.0f;
+
+        foreach (SkinnedMeshRenderer skinnedRenderer in skinnedMeshRenderers)
+        {
+            skinnedRenderer.BakeMesh(mesh);
+            meshBounds = GetMeshBounds(skinnedRenderer.gameObject, mesh);
+            bounds.Encapsulate(meshBounds);
+
+            if (maxX < skinnedRenderer.transform.position.x + meshBounds.size.x / 2.0f)
+                maxX = skinnedRenderer.transform.position.x + meshBounds.size.x / 2.0f;
+            if (minX > skinnedRenderer.transform.position.x - meshBounds.size.x / 2.0f)
+                minX = skinnedRenderer.transform.position.x - meshBounds.size.x / 2.0f;
+
+            if (maxY < skinnedRenderer.transform.position.y + meshBounds.size.y / 2.0f)
+                maxY = skinnedRenderer.transform.position.y + meshBounds.size.y / 2.0f;
+            if (minY > skinnedRenderer.transform.position.y - meshBounds.size.y / 2.0f)
+                minY = skinnedRenderer.transform.position.y - meshBounds.size.y / 2.0f;
+
+            if (maxZ < skinnedRenderer.transform.position.z + meshBounds.size.z / 2.0f)
+                maxZ = skinnedRenderer.transform.position.z + meshBounds.size.z / 2.0f;
+            if (minZ > skinnedRenderer.transform.position.z - meshBounds.size.z / 2.0f)
+                minZ = skinnedRenderer.transform.position.z - meshBounds.size.z / 2.0f;
+        }
+        bounds.center = new Vector3(maxX - (maxX - minX) / 2.0f, maxY - (maxY - minY) / 2.0f, maxZ - (maxZ - minZ) / 2.0f);
+        return bounds;
+    }
+
+    public static Bounds GetAllObjectBounds(GameObject obj)
+    {
+        Renderer[] renderers = obj.GetComponentsInChildren<Renderer>();
+        MeshFilter[] meshFilters = obj.GetComponentsInChildren<MeshFilter>();
+        Bounds meshBounds = new Bounds(Vector3.zero,Vector3.zero);
+        SkinnedMeshRenderer[] skinnedMeshRenderers = obj.GetComponentsInChildren<SkinnedMeshRenderer>();
+        Mesh mesh = new Mesh();
+
+        Bounds bounds = new Bounds(Vector3.zero, Vector3.zero);
+        float maxX;
+        float minX;
+        float maxY;
+        float minY;
+        float maxZ;
+        float minZ;
+        if (renderers.Length>0)
+        {
+            bounds = new Bounds(renderers[0].transform.position, Vector3.zero);
+            maxX = renderers[0].transform.position.x + renderers[0].bounds.size.x / 2.0f;
+            minX = renderers[0].transform.position.x - renderers[0].bounds.size.x / 2.0f;
+            maxY = renderers[0].transform.position.y + renderers[0].bounds.size.y / 2.0f;
+            minY = renderers[0].transform.position.y - renderers[0].bounds.size.y / 2.0f;
+            maxZ = renderers[0].transform.position.z + renderers[0].bounds.size.z / 2.0f;
+            minZ = renderers[0].transform.position.z - renderers[0].bounds.size.z / 2.0f;
+        }
+        else if( meshFilters.Length>0)
+        {
+            bounds = new Bounds(meshFilters[0].transform.position, Vector3.zero);
+            meshBounds = GetMeshBounds(meshFilters[0].gameObject, meshFilters[0].mesh);
+            maxX = meshFilters[0].transform.position.x + meshBounds.size.x / 2.0f;
+            minX = meshFilters[0].transform.position.x - meshBounds.size.x / 2.0f;
+            maxY = meshFilters[0].transform.position.y + meshBounds.size.y / 2.0f;
+            minY = meshFilters[0].transform.position.y - meshBounds.size.y / 2.0f;
+            maxZ = meshFilters[0].transform.position.z + meshBounds.size.z / 2.0f;
+            minZ = meshFilters[0].transform.position.z - meshBounds.size.z / 2.0f;
+        }
+        else if( skinnedMeshRenderers.Length>0)
+        {
+            skinnedMeshRenderers[0].BakeMesh(mesh);
+            meshBounds = GetMeshBounds(skinnedMeshRenderers[0].gameObject, mesh);
+            maxX = skinnedMeshRenderers[0].transform.position.x + meshBounds.size.x / 2.0f;
+            minX = skinnedMeshRenderers[0].transform.position.x - meshBounds.size.x / 2.0f;
+            maxY = skinnedMeshRenderers[0].transform.position.y + meshBounds.size.y / 2.0f;
+            minY = skinnedMeshRenderers[0].transform.position.y - meshBounds.size.y / 2.0f;
+            maxZ = skinnedMeshRenderers[0].transform.position.z + meshBounds.size.z / 2.0f;
+            minZ = skinnedMeshRenderers[0].transform.position.z - meshBounds.size.z / 2.0f;
+        }
+        else
+        {
+            return bounds;
+        }
+      
+
+        foreach (Renderer renderer in renderers)
+        {
+            bounds.Encapsulate(renderer.bounds);
+
+            if (maxX < renderer.transform.position.x + renderer.bounds.size.x / 2.0f)
+                maxX = renderer.transform.position.x + renderer.bounds.size.x / 2.0f;
+            if (minX > renderer.transform.position.x - renderer.bounds.size.x / 2.0f)
+                minX = renderer.transform.position.x - renderer.bounds.size.x / 2.0f;
+
+            if (maxY < renderer.transform.position.y + renderer.bounds.size.y / 2.0f)
+                maxY = renderer.transform.position.y + renderer.bounds.size.y / 2.0f;
+            if (minY > renderer.transform.position.y - renderer.bounds.size.y / 2.0f)
+                minY = renderer.transform.position.y - renderer.bounds.size.y / 2.0f;
+
+            if (maxZ < renderer.transform.position.z + renderer.bounds.size.z / 2.0f)
+                maxZ = renderer.transform.position.z + renderer.bounds.size.z / 2.0f;
+            if (minZ > renderer.transform.position.z - renderer.bounds.size.z / 2.0f)
+                minZ = renderer.transform.position.z - renderer.bounds.size.z / 2.0f;
+        }
+
+        foreach (MeshFilter meshFilter in meshFilters)
+        {
+            meshBounds = GetMeshBounds(meshFilter.gameObject, meshFilter.mesh);
+            bounds.Encapsulate(meshBounds);
+
+            if (maxX < meshFilter.transform.position.x + meshBounds.size.x / 2.0f)
+                maxX = meshFilter.transform.position.x + meshBounds.size.x / 2.0f;
+            if (minX > meshFilter.transform.position.x - meshBounds.size.x / 2.0f)
+                minX = meshFilter.transform.position.x - meshBounds.size.x / 2.0f;
+
+            if (maxY < meshFilter.transform.position.y + meshBounds.size.y / 2.0f)
+                maxY = meshFilter.transform.position.y + meshBounds.size.y / 2.0f;
+            if (minY > meshFilter.transform.position.y - meshBounds.size.y / 2.0f)
+                minY = meshFilter.transform.position.y - meshBounds.size.y / 2.0f;
+
+            if (maxZ < meshFilter.transform.position.z + meshBounds.size.z / 2.0f)
+                maxZ = meshFilter.transform.position.z + meshBounds.size.z / 2.0f;
+            if (minZ > meshFilter.transform.position.z - meshBounds.size.z / 2.0f)
+                minZ = meshFilter.transform.position.z - meshBounds.size.z / 2.0f;
+        }
+
+        foreach (SkinnedMeshRenderer skinnedRenderer in skinnedMeshRenderers)
+        {
+            skinnedRenderer.BakeMesh(mesh);
+            meshBounds = GetMeshBounds(skinnedRenderer.gameObject, mesh);
+            bounds.Encapsulate(meshBounds);
+
+            Debug.Log(skinnedRenderer.transform.position);
+            Debug.Log(meshBounds.size);
+
+            if (maxX < skinnedRenderer.transform.position.x + meshBounds.size.x / 2.0f)
+                maxX = skinnedRenderer.transform.position.x + meshBounds.size.x / 2.0f;
+            if (minX > skinnedRenderer.transform.position.x - meshBounds.size.x / 2.0f)
+                minX = skinnedRenderer.transform.position.x - meshBounds.size.x / 2.0f;
+
+            if (maxY < skinnedRenderer.transform.position.y + meshBounds.size.y / 2.0f)
+                maxY = skinnedRenderer.transform.position.y + meshBounds.size.y / 2.0f;
+            if (minY > skinnedRenderer.transform.position.y - meshBounds.size.y / 2.0f)
+                minY = skinnedRenderer.transform.position.y - meshBounds.size.y / 2.0f;
+
+            if (maxZ < skinnedRenderer.transform.position.z + meshBounds.size.z / 2.0f)
+                maxZ = skinnedRenderer.transform.position.z + meshBounds.size.z / 2.0f;
+            if (minZ > skinnedRenderer.transform.position.z - meshBounds.size.z / 2.0f)
+                minZ = skinnedRenderer.transform.position.z - meshBounds.size.z / 2.0f;
+        }
+
+        bounds.center = new Vector3(maxX - (maxX - minX) / 2.0f, maxY - (maxY - minY) / 2.0f, maxZ - (maxZ - minZ) / 2.0f);
+        return bounds;
+    }
+
+    private static Bounds GetMeshBounds(GameObject gameObject, Mesh mesh)
+    {
+        Bounds bounds = new Bounds();
+        Vector3[] vertices = mesh.vertices;
+        if (vertices.Length != 0)
+        {
+            bounds = new Bounds(gameObject.transform.TransformPoint(vertices[0]), Vector3.zero);
+            for (int index = 1; index < vertices.Length; ++index)
+                bounds.Encapsulate(gameObject.transform.TransformPoint(vertices[index]));
+        }
+
+        return bounds;
+    }
+
+  
+}

+ 11 - 0
Assets/HotUpdate/GetAllBounds.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 412c5a3806c788c48b0113766c47256d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
Assets/HotUpdate/ImmersalLocalizerController.cs

@@ -8,7 +8,7 @@ using Blue;
 public class ImmersalLocalizerController: AbstractController
 {
     [SerializeField] private XRLocalizer XRLocalizer;
-    [SerializeField] private float rateTime = 2f;
+    [SerializeField] private float rateTime = 0.5f;
     private float time = 0f;
     private bool startLocalizer=false;
 

+ 41 - 3
Assets/HotUpdate/LoginPanel.cs

@@ -11,6 +11,7 @@ using System.Text.RegularExpressions;
 using UnityEngine;
 using UnityEngine.UI;
 using Vuforia;
+using XRTool.Util;
 
 public class LoginPanel : BaseUI
 {
@@ -80,7 +81,7 @@ public class LoginPanel : BaseUI
         m_Versaion = CacheTransform.Find("SNAndVersion/Versaion/Text").GetComponent<Text>();
         AddUIListenEvent();
     }
-
+    Timer times;
     /// <summary>
     /// 添加UI的监听事件
     /// </summary>
@@ -100,7 +101,44 @@ public class LoginPanel : BaseUI
         m_Versaion.text = Application.version;
         //m_SNBtn.onClick.AddListener(OnClickSnBtn);
 
-        // OnClickLogin();
+        times = TimerMgr.Instance.CreateTimer(()=> {
+            if(HttpAction.Instance.baseurl!="")
+            {
+               TimerMgr.Instance.DestroyTimer(times);
+                switch (Application.version)
+                {
+                    case "2.3.0.1":
+                       m_AccountStr = "1004344@qq.com";
+                        m_PasswordStr = "123456Aa";
+                        OnClickLogin();
+                        break;
+                    case "2.3.0.2":
+
+                        m_AccountStr = "32927527@qq.com";
+                        m_PasswordStr = "123456Aa";
+                        OnClickLogin();
+                        break;
+                    case "2.3.0.3":
+
+                        m_AccountStr = "wentan.cal@nfznxr.com";
+                        m_PasswordStr = "123456Aa";
+                        OnClickLogin();
+                        break;
+                    case "2.3.0.4":
+
+                        m_AccountStr = "88888888@gq.com";
+                        m_PasswordStr = "123456Aa";
+                        OnClickLogin();
+                        break;
+                    default:
+                       // m_AccountStr = "advtest1@1.com";
+                       // m_PasswordStr = "123456Aa";
+                       // OnClickLogin();
+                        break;
+                }
+
+            }
+        },1,-1);
 
 
         string path = Application.persistentDataPath + "/Login/";
@@ -378,7 +416,7 @@ public class LoginPanel : BaseUI
     /// <param name="message"></param>
     public void LoginCallBack(string mes)
     {
-        //Debug.Log(mes);
+      Debug.Log("LoginCallBack++++" + mes);
         JObject obj = JObject.Parse(mes);
         if (obj["code"].ToString() != "200")
         {

+ 9 - 2
Assets/HotUpdate/MoveChange.cs

@@ -5,6 +5,7 @@ using UnityEngine.UI;
 
 public class MoveChange : MonoBehaviour
 {
+    public Text dingweidebug;
     public Transform ControllerTracker; // 手柄
     private GameObject mesh_test => SceneIOCContainer.Instance.Pull("mesh_test") as GameObject;
     private Transform ARSpaceForAll=>(SceneIOCContainer.Instance.Pull("ARSpaceForAll")as GameObject).transform;
@@ -91,6 +92,7 @@ public class MoveChange : MonoBehaviour
     {
         ARSpace.isFind = true;
         islixian = true;
+        GameManager.Instance.armap.renderMode = Immersal.AR.ARMap.RenderMode.EditorAndRuntime;
     }
     public static bool isCx;
     public static bool islixian;
@@ -106,9 +108,14 @@ public class MoveChange : MonoBehaviour
                 txtTip.GetComponent<ShowTipTime>().TimeFloat = 3;
                 txtTip.GetComponent<ShowTipTime>().t = 0;
                 txtTip.GetComponentInChildren<Text>().text = "空间定位成功";
-                XRLocalizer.Instance.gameObject.SetActive(false);
+               // XRLocalizer.Instance.gameObject.SetActive(false);
+            }
+            isCx = true;
+            if (dingweidebug && XRLocalizer.Instance)
+            {
+                string sfdw = XRLocalizer.Instance.gameObject.activeSelf ? "定位开启" + XRLocalizer.Instance.stats.localizationSuccessCount + "/" + XRLocalizer.Instance.stats.localizationAttemptCount : "定位关闭";
+                dingweidebug.text = sfdw;
             }
-            isCx = true;
         }
         else
         {

+ 8 - 0
Assets/HotUpdate/OOBE.meta

@@ -0,0 +1,8 @@
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+guid: 3155920b9449243c9b5198f20de54e5c
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 111 - 0
Assets/HotUpdate/OOBE/GetVideoImage.cs

@@ -0,0 +1,111 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System.Net;
+using UnityEngine;
+using UnityEngine.Networking;
+using UnityEngine.UI;
+
+public class GetVideoImage : MonoBehaviour
+{
+    public string url;
+    RawImage rawImage;
+    MeshRenderer render;
+    AVProVideoPlayer ap;
+    string localpath;
+    private void OnEnable()
+    {
+        if (localpath != "" && localpath != null)
+        {
+
+            if (File.Exists(localpath))
+            {
+                this.GetComponent<AVProVideoPlayer>().SetUrl(localpath);
+
+                this.GetComponent<AVProVideoPlayer>().Play();
+            }
+        }
+    }
+
+    private void Start()
+    {
+        localpath = Application.persistentDataPath + "/OOBE/" + url.Split('/')[url.Split('/').Length-1];
+        ap = this.GetComponent<AVProVideoPlayer>();
+        rawImage = this.GetComponent<RawImage>();
+        render = this.GetComponent<MeshRenderer>();
+        if(!File.Exists(localpath))
+        {
+            if(!Directory.Exists(Application.persistentDataPath + "/OOBE"))
+                Directory.CreateDirectory(Application.persistentDataPath + "/OOBE");
+            OnDownloadAssets();
+
+        }
+    }
+
+    private void OnDownloadAssets()//下载资源
+    {
+        StartCoroutine(DownloadFormServer_IE(url));
+    }
+
+    //其他方法
+    private IEnumerator DownloadFormServer_IE(string url)//从服务器下载资源
+    {
+        Debug.Log("正在下载" + url);
+        UnityWebRequest request = UnityWebRequest.Get(url);
+
+        //直接下载不显示进度
+        yield return request.SendWebRequest();
+
+        if (request.result == UnityWebRequest.Result.ProtocolError || request.result == UnityWebRequest.Result.ConnectionError)
+        {
+            yield break;
+        }
+        DownloadHandler downloadHandler = request.downloadHandler;
+        if (!downloadHandler.isDone)
+        {
+            Debug.Log("正在下载");
+            yield return downloadHandler;
+        }
+        else
+        {
+            Debug.Log("下载完成");
+            byte[] data = request.downloadHandler.data;
+            using (FileStream fs = new FileStream(localpath, FileMode.Create))
+            {
+                fs.Write(data, 0, data.Length);
+                fs.Close();
+                if (localpath != "" && localpath != null)
+                {
+
+                    if (File.Exists(localpath))
+                    {
+                        this.GetComponent<AVProVideoPlayer>().SetUrl(localpath);
+
+                        this.GetComponent<AVProVideoPlayer>().Play();
+                    }
+                }
+            }
+
+        }
+    }
+
+
+    // Update is called once per frame
+    void Update()
+    {
+        if (rawImage)
+        {
+            rawImage.texture = ap.getTexture();
+        }
+        if (render)
+        {
+            render.material.mainTexture = ap.getTexture();
+        }
+    }
+
+    private void OnDisable()
+    {
+
+        this.GetComponent<AVProVideoPlayer>().Pause();
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/GetVideoImage.cs.meta

@@ -0,0 +1,11 @@
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+guid: f095d87f77d2d4724a469dd1f92da476
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
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+ 8 - 0
Assets/HotUpdate/OOBE/Scripts.meta

@@ -0,0 +1,8 @@
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+guid: bb016578202b449d0808eb00d2c0fb4f
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+  userData: 
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+ 550 - 0
Assets/HotUpdate/OOBE/Scripts/AudioManager.cs

@@ -0,0 +1,550 @@
+using UnityEngine;
+using System.Collections;
+using UnityEngine.SceneManagement;
+using System.Runtime.CompilerServices;
+
+/// <summary>
+/// 音频管理类
+/// </summary>
+public class AudioManager : MonoSingletonOBE<AudioManager>
+{
+    // private static AudioManager _instance;
+    //public static AudioManager Instance;
+    //{
+
+    //    get
+    //    {
+
+    //        //if (_instance == null)
+    //        //{
+    //        //    string name = "SoundManager";
+    //        //    GameObject manager = GameObject.Find("SoundManager");
+    //        //    if (manager == null)
+    //        //    {
+    //        //        manager = new GameObject(name);
+    //        //        _instance = manager.AddComponent<AudioManager>();
+    //        //    }
+    //        //    else
+    //        //    {
+    //        //        _instance = manager.GetComponent<AudioManager>();
+    //        //        if (_instance == null)
+    //        //        {
+    //        //            _instance = manager.AddComponent<AudioManager>();
+    //        //        }
+    //        //    }
+    //        //}
+
+    //        return _instance;
+    //    }
+    //}
+
+    private AudioSource audioSound;     //音效播放器
+    private AudioSource audioMusic;     //背景音乐播放
+    private AudioSource audioLanguage;  //配音播放器
+    public AudioClip[] sceses_BJList;    //主背景音效
+    public AudioClip[] sceses_SanGuoList;//三国场景音效
+
+    public AudioClip[] scences_Aquarium;//海洋馆音效
+    public AudioClip[] sceses_GongYeList_OBE;//工业obe场景音效
+    public AudioClip[] sceses_GongYeList_GKJ;//工业光刻机场景音效
+    public AudioClip[] sceses_GongYeList_DT;//工业地铁内抛图场景音效
+    public AudioClip[] sceses_YiLiaoList;//医疗场景音效
+    public AudioClip[] sceses_WeiLaiChengShiList;//未来城市
+    public AudioClip[] sceses_XiaoFangAnQuanList;//消防安全音效
+    public AudioClip[] sceses_JiaoYuList;//化学教育音效
+    public AudioClip[] sceses_BoWuGunList;//博物馆音效
+    public AudioClip[] sceses_PartyBuildingList;//党建音效
+
+
+    public float bjSoundVolume;
+
+
+
+    /// <summary>
+    /// 背景音效
+    /// </summary>
+    /// <param name="str"></param>
+    public void PlayBJSounds(string str)
+    {
+        Debug.Log(str);
+
+        switch (str)
+        {
+
+            case "bjSound_SanGuo":
+                PlayMusic((AudioClip)sceses_BJList[0], true);
+                break;
+            case "bjSound2_GongYe":
+                PlayMusic((AudioClip)sceses_BJList[1], true);
+                break;
+            case "bjSound3_RenTi":
+                PlayMusic((AudioClip)sceses_BJList[2], true);
+                break;
+            case "bjSound4_JiaoYu":
+                PlayMusic((AudioClip)sceses_BJList[3], true);
+                break;
+            case "bjSound5_WeiLaiChengShi":
+                PlayMusic((AudioClip)sceses_BJList[4], true);
+                break;
+            case "bjSound6_FireSafe":
+                PlayMusic((AudioClip)sceses_BJList[5], true);
+                break;
+            case "bjSound5_BoWuGuan":
+                PlayMusic((AudioClip)sceses_BJList[6], true);
+                break;
+            case "bjSound5_PartyBuilding":
+                PlayMusic((AudioClip)sceses_BJList[7], true);
+                break;
+            case "None":
+                PlayMusic((AudioClip)sceses_BJList[8], false);
+                break;
+
+
+
+        }
+    }
+    /// <summary>
+    /// 三国场景音效
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioSanGuo_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "SG_HLG"://虎牢关 三英战吕布
+                PlayLanguage(sceses_SanGuoList[0]);
+                break;
+            case "SG_TYSJY"://桃园三结义
+                PlayLanguage(sceses_SanGuoList[1]);
+                break;
+            case "SG_HSCB"://火烧赤壁
+                PlayLanguage(sceses_SanGuoList[2]);
+                break;
+            case "SG_YMSJ"://辕门射戟
+                PlayLanguage(sceses_SanGuoList[3]);
+                break;
+
+        }
+    }
+    /// <summary>
+    /// OBE
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioGongYe_OBE_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "GY_OBE_SoundStart":
+                PlayLanguage(sceses_GongYeList_OBE[0]);
+                break;
+            case "GY_OBE_Sound1":
+                PlayLanguage(sceses_GongYeList_OBE[1]);
+                break;
+            case "GY_OBE_Sound2":
+                PlayLanguage(sceses_GongYeList_OBE[2]);
+                break;
+            case "GY_OBE_Sound3":
+                PlayLanguage(sceses_GongYeList_OBE[3]);
+                break;
+            case "GY_OBE_Sound4":
+                PlayLanguage(sceses_GongYeList_OBE[4]);
+                break;
+            case "GY_OBE_Sound5":
+                PlayLanguage(sceses_GongYeList_OBE[5]);
+                break;
+            case "GY_OBE_SoundEnd":
+                PlayLanguage(sceses_GongYeList_OBE[6]);
+                break;
+        }
+    }
+    /// <summary>
+    /// 光刻机
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioGongYe_GKJ_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+
+            case "GY_GKJ1":
+                PlayLanguage(sceses_GongYeList_GKJ[0]);
+                break;
+            case "GY_GKJ2":
+                PlayLanguage(sceses_GongYeList_GKJ[1]);
+                break;
+            case "GY_GKJ3":
+                PlayLanguage(sceses_GongYeList_GKJ[2]);
+                break;
+            case "GY_GKJ4":
+                PlayLanguage(sceses_GongYeList_GKJ[3]);
+                break;
+            case "GY_GKJ5":
+                PlayLanguage(sceses_GongYeList_GKJ[4]);
+                break;
+            case "GY_GKJ6":
+                PlayLanguage(sceses_GongYeList_GKJ[5]);
+                break;
+            case "GY_GKJ_Start":
+                PlayLanguage(sceses_GongYeList_GKJ[6]);
+                break;
+
+        }
+    }
+    /// <summary>
+    /// 地铁内视图
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioGongYe_DT_LanguageSounds(string str)
+    {
+
+        Debug.Log("str");
+        switch (str)
+        {
+            case "GY_dianliqianyin"://电力牵引机
+                PlayLanguage(sceses_GongYeList_DT[0]);
+                break;
+            case "GY_guagqian"://光纤交换机
+                PlayLanguage(sceses_GongYeList_DT[1]);
+                break;
+            case "GY_luyouqi"://路由器
+                PlayLanguage(sceses_GongYeList_DT[2]);
+                break;
+            case "GY_yitaiwang"://以太网交换机
+                PlayLanguage(sceses_GongYeList_DT[3]);
+                break;
+            case "GY_jiankong"://.监控系统
+                PlayLanguage(sceses_GongYeList_DT[4]);
+                break;
+            case "GY_zhuanhuanqi"://转换器
+                PlayLanguage(sceses_GongYeList_DT[5]);
+                break;
+            case "GY_dianji"://电机
+                PlayLanguage(sceses_GongYeList_DT[6]);
+                break;
+            case "GY_kongtiao"://空调通风系统
+                PlayLanguage(sceses_GongYeList_DT[7]);
+                break;
+            case "GY_DT"://空调通风系统
+                PlayLanguage(sceses_GongYeList_DT[8]);
+                break;
+
+        }
+    }
+
+
+
+    /// <summary>
+    ///医疗音效
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioYiLiao_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "YL_Start":
+                PlayLanguage(sceses_YiLiaoList[0]);
+                break;
+        }
+    }
+
+    /// <summary>
+    ///未来城市
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioWLCS_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "WLCS_Start":
+                PlayLanguage(sceses_WeiLaiChengShiList[0]);
+                break;
+        }
+    }
+    /// <summary>
+    /// 消防安全
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioHZ_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "XFAQ_Start":
+                PlayLanguage(sceses_XiaoFangAnQuanList[0]);
+                break;
+        }
+    }
+
+    /// <summary>
+    /// 化学教育音效
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioJiaoYu_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "HX_SoundStart":
+                PlayLanguage(sceses_JiaoYuList[0]);
+                break;
+            case "HX_1":
+                PlayLanguage(sceses_JiaoYuList[1]);
+                break;
+            case "HX_2":
+                PlayLanguage(sceses_JiaoYuList[2]);
+                break;
+            case "HX_3":
+                PlayLanguage(sceses_JiaoYuList[3]);
+                break;
+            case "HX_4":
+                PlayLanguage(sceses_JiaoYuList[4]);
+                break;
+            case "HX_5":
+                PlayLanguage(sceses_JiaoYuList[5]);
+                break;
+            case "HX_6":
+                PlayLanguage(sceses_JiaoYuList[6]);
+                break;
+        }
+    }
+    /// <summary>
+    /// 博物馆音效
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioBoWuGun_LanguageSounds(string str)
+    {
+        Debug.Log(str);
+        switch (str)
+        {
+
+            case "matafeiyan":
+                PlayLanguage(sceses_BoWuGunList[0]);
+                break;
+            case "yuwanggoujianjian":
+                PlayLanguage(sceses_BoWuGunList[1]);
+                break;
+            case "tangsancai":
+                PlayLanguage(sceses_BoWuGunList[2]);
+                break;
+            case "qinghuaci":
+                PlayLanguage(sceses_BoWuGunList[3]);
+                break;
+            case "BWG_end":
+                PlayLanguage(sceses_BoWuGunList[4]);
+                break;
+        }
+    }
+
+    /// <summary>
+    /// 党建音乐
+    /// </summary>
+    /// <param name="str"></param>
+    public void AudioPartyBuilding_LanguageSounds(string str)
+    {
+        switch (str)
+        {
+            case "PartyBuilding_zgcl"://中共成立
+                PlayLanguage((AudioClip)sceses_PartyBuildingList[0]);
+                break;
+            case "PartyBuilding_gxscd"://过雪山草地
+                PlayLanguage((AudioClip)sceses_PartyBuildingList[1]);
+                break;
+            case "PartyBuilding_zxzd"://政协制度
+                PlayLanguage((AudioClip)sceses_PartyBuildingList[2]);
+                break;
+            case "PartyBuilding_ggkf"://改革开放
+                PlayLanguage((AudioClip)sceses_PartyBuildingList[3]);
+                break;
+            case "PartyBuilding_kgdd"://开国大典
+                PlayLanguage((AudioClip)sceses_PartyBuildingList[4]);
+                break;
+        }
+    }
+
+
+    /// <summary>
+    /// 是否播放背景音乐
+    /// </summary>
+    public bool IsPlayMusic
+    {
+        get { return !audioMusic.mute; }
+        set
+        {
+            audioMusic.mute = !value;
+            PlayerPrefs.SetInt("isMusicOpen", value ? 1 : 0);
+        }
+    }
+
+    /// <summary>
+    /// 是否播放音效
+    /// </summary>
+    public bool IsPlaySound
+    {
+        get { return !audioSound.mute; }
+        set
+        {
+            audioSound.mute = !value;
+            PlayerPrefs.SetInt("isSoundOpen", value ? 1 : 0);
+        }
+    }
+
+    /// <summary>
+    /// 是否播放配音
+    /// </summary>
+    public bool IsPlayLanguage
+    {
+        get { return !audioLanguage.mute; }
+        set
+        {
+            audioLanguage.mute = !value;
+            PlayerPrefs.SetInt("isLanguageOpen", value ? 1 : 0);
+        }
+    }
+
+    /// <summary>
+    /// 背景音乐大小,调节大小
+    /// </summary>
+    public float MusicVolume
+    {
+        get { return audioMusic.volume; }
+        set
+        {
+            audioMusic.volume = value;
+            PlayerPrefs.SetFloat("MusicVolume", Mathf.Clamp(value, 0f, 1f));
+        }
+    }
+
+    /// <summary>
+    /// 。调节大小
+    /// </summary>
+    public float SoundVolume
+    {
+        get { return audioSound.volume; }
+        set
+        {
+            audioSound.volume = value;
+            PlayerPrefs.SetFloat("SoundVolume", Mathf.Clamp(value, 0f, 1f));
+        }
+    }
+    /// <summary>
+    /// 音效大小
+    /// </summary>
+    public float LanguageVolume
+    {
+        get { return audioLanguage.volume; }
+        set
+        {
+            audioLanguage.volume = value;
+            PlayerPrefs.SetFloat("LanguageVolume", Mathf.Clamp(value, 0f, 1f));
+        }
+    }
+
+
+    void Awake()
+    {
+        //  DontDestroyOnLoad(this.gameObject);
+        //Instance = this;
+        //sceses_BJList = Resources.LoadAll("Sounds/BJSounds");//自动加载文件夹下的声音
+
+
+        audioSound = gameObject.AddComponent<AudioSource>();
+        audioMusic = gameObject.AddComponent<AudioSource>();
+        audioLanguage = gameObject.AddComponent<AudioSource>();
+
+        audioMusic.loop = true;
+        audioMusic.playOnAwake = false;
+
+
+
+        MusicVolume = bjSoundVolume;
+
+        this.IsPlayMusic = (PlayerPrefs.GetInt("isMusicOpen", 1) > 0);
+        this.IsPlaySound = (PlayerPrefs.GetInt("isSoundOpen", 1) > 0);
+        this.IsPlayLanguage = (PlayerPrefs.GetInt("isLanguageOpen", 1) > 0);
+
+        this.MusicVolume = PlayerPrefs.GetFloat("MusicVolume", bjSoundVolume);
+        this.SoundVolume = PlayerPrefs.GetFloat("SoundVolume", 1f);
+        this.LanguageVolume = PlayerPrefs.GetFloat("LanguageVolume", 1f);
+    }
+
+    private void Start()
+    {
+        // StartCoroutine(MusicPlay());
+    }
+
+    IEnumerator MusicPlay()
+    {
+        yield return new WaitForSeconds(0.1f);
+        audioMusic.volume = 0.2f;//背景初始音效为0.2f
+    }
+    /// <summary>
+    /// 播放背景音乐
+    /// </summary>
+    public void PlayMusic(AudioClip clip, bool isLoop)
+    {
+        audioMusic.clip = null;
+        audioLanguage.clip = null;
+        if (clip == null)
+        {
+
+            return;
+        }
+
+        if (isLoop == false)
+        {
+            audioMusic.loop = false;
+            audioMusic.clip = clip;
+            audioMusic.Play();
+        }
+        else
+        {
+            audioMusic.loop = true;
+            audioMusic.clip = clip;
+            audioMusic.Play();
+        }
+
+        //if (audioMusic.isPlaying && clip.name == audioMusic.clip.name)
+        //{
+        //    return;
+        //}
+
+    }
+
+    /// <summary>
+    /// 停止播放音乐
+    /// </summary>
+    public void StopMusic()
+    {
+        audioMusic.clip = null;
+        audioMusic.Stop();
+        audioLanguage.clip = null;
+        audioLanguage.Stop();
+        audioSound.clip = null;
+        audioSound.Stop();
+    }
+
+    /// <summary>
+    /// 播放音效
+    /// </summary>
+    public void PlaySound(AudioClip clip)
+    {
+        if (clip == null)
+        {
+            return;
+        }
+        audioSound.PlayOneShot(clip);
+    }
+
+    /// <summary>
+    /// 播放配音
+    /// </summary>
+    public void PlayLanguage(AudioClip clip)
+    {
+        audioLanguage.clip = null;
+        if (clip == null)
+        {
+            return;
+        }
+        audioLanguage.clip = clip;
+        audioLanguage.Play();
+        // audioLanguage.PlayOneShot(clip);
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/AudioManager.cs.meta

@@ -0,0 +1,11 @@
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+  defaultReferences: []
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+ 8 - 0
Assets/HotUpdate/OOBE/Scripts/Entity.meta

@@ -0,0 +1,8 @@
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+  userData: 
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+ 8 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ContentInfo.cs

@@ -0,0 +1,8 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[System.Serializable]
+public class ContentInfo 
+{
+    public string content;
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ContentInfo.cs.meta

@@ -0,0 +1,11 @@
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+ 19 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/FunctionInfo.cs

@@ -0,0 +1,19 @@
+using CCS.App;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[System.Serializable]
+public class FunctionInfo 
+{
+    public uint moduleID;
+    public uint functionID;// 唯一的id
+    public FunctionButtonType functionBtnType;// button 类型 只有开始/开始、关闭/或其他
+    public string functionName;//显示name
+    public int defaultValue;// 默认值
+    public bool isOpen;// 此功能是否在中控中开放
+    //public int functionValue;// 当前值
+    public List<FunctionValue> functionValues;
+    public FunctionType functionType;//功能类型
+    public int rangeValueMin=0;// 起始值
+    public int rangeValueMax=1;// 最大值
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/FunctionInfo.cs.meta

@@ -0,0 +1,11 @@
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+ 10 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/FunctionValue.cs

@@ -0,0 +1,10 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[System.Serializable]
+public class FunctionValue 
+{
+    public int index;
+    public int value;
+    public bool isShow;
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/FunctionValue.cs.meta

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+ 9 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ModuleFunctionData.cs

@@ -0,0 +1,9 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ModuleFunctionData 
+{
+    public List<ModuleInfo> modules;
+    public List<StepContentInfo> stepContentInfos;
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ModuleFunctionData.cs.meta

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+ 15 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ModuleInfo.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System;
+
+[Serializable]
+public class ModuleInfo
+{
+    public int moduleID;
+    public int moduleType;
+    public string moduleName;
+    public bool moduleOpen;
+    public int sortWeight;
+    public List<FunctionInfo> functions;
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/ModuleInfo.cs.meta

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+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/StepContentInfo.cs

@@ -0,0 +1,11 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+[System.Serializable]
+public class StepContentInfo 
+{
+    public uint moduleID;
+    public uint functionID;
+    public List<ContentInfo> contentInfos;
+    public bool isShowState;
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Entity/StepContentInfo.cs.meta

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+ 208 - 0
Assets/HotUpdate/OOBE/Scripts/Enums.cs

@@ -0,0 +1,208 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace CCS.App
+{
+    public enum UdpConnectState
+    {
+        None = 0,
+        GotServerIP = 1,
+        StartConnect = 2,
+        Connected = 3,
+        NotConnect = 4,
+    }
+
+    public enum UdpConnectInfoType
+    {
+        None = 0,
+        Add = 1,
+        Remove = 2,
+        Refresh = 3,
+    }
+
+    public enum NetType
+    {
+        None =0,
+        Tcp =1,
+        Udp = 2,
+    }
+
+    public enum MessageTransportType
+    {
+        None = 0,
+        Request = 1,
+        Response = 2,
+        Broadcast = 3,
+    }
+    public enum MessageContentType
+    {
+        None = 0,
+        //udp 0-20
+        UDP_IP_INFO_BROADCAST_2C = 1,
+        UDP_IP_INFO_STATE_2S = 2,
+        UDP_IP_START_CONNECT_TCP_2C = 3,
+        UDP_IP_INFO_STATE_RESET_2C = 4,
+        //tcp 21-100
+        TCP_PLAYER_TRANSFOMR_2S = 21,// 位移变换
+        TCP_GET_FUNCTION_STATE_2C = 22,//
+        TCP_FUNCTION_STATE_2S = 23,// 功能信息更新
+        TCP_TEXT = 24,// 文本信息
+        TCP_STATE_CODE = 25,// TCP 状态码
+        TCP_FUNCTION_CONFIG = 26,// 客户端配置表
+        TCP_GET_CONFIG_2S = 27,// 获取客户端配置表
+
+        TCP_Heartbeat_2S = 50,//心跳
+        TCP_KeepAlive_2C = 51,//服务器发起的心跳
+    }
+
+    public enum NetStateCode
+    {
+        None = 0,
+        Client_Scene_Transition = 1,// 客户端场景转换
+        Client_Function_Scene_Mismatch = 2,//功能场景不匹配
+        Clinet_Function_Not_Exist = 3,//客户端功能不存在
+        Client_Scence_Not_Exist = 4,// 客户端场景不存在
+    }
+
+    public enum FunctionState
+    {
+        None = 0,
+        Open = 1,
+        Close = 2,
+        Wait = 3,
+    }
+
+    public enum FunctionType
+    {
+        None = 0,
+        GotoScence =1,//跳转场景
+        Switch =2,//功能开关
+        RangeValue = 3,// 范围值(滑动条)
+        FlowValue = 4,// 流程步骤值(步骤系列)
+    }
+
+    public enum FunctionButtonType
+    {
+        None = 0,
+        OnlyOpen = 1,
+        OpenAndClose = 2,
+    }
+
+    public enum ModuleType
+    {
+        Main = 0,
+        ThreeKingdoms = 1,// 三国
+        Medical = 2,// 医疗
+        Industrial=3,//工业
+        Chemistry = 4 ,//化学
+        Subway=5,//地铁     
+        FutureCity=6,//未来城市
+        FireSafety = 7,//火灾
+        Museum =8,//博物馆
+        Steppermachine=9,//光刻机
+        Aquarium=10,//水族馆
+                    //添加新场景标签
+        PartyBuilding=11,//党建
+    }
+
+    public enum MainFunctionType
+    {
+        MainScence = 0, // 主场景
+    }
+    public enum ThreeKingdomsFunctionType
+    {
+        None = 0,
+        Sworn_Brother = 1,//桃园三结义
+        Yuan_Men_Shoot = 2,// 辕门射戟
+        Hu_Lao_Pass = 3,// 虎牢关
+        Chi_Bi_Fire = 4,// 火烧赤壁
+        Main_Scence =5,//主场景
+    }
+
+    public enum MedicalFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入场景
+        Human_Body = 2,//人体
+        Main_Scence = 3,//主场景
+    }
+
+    public enum IndustrialFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入工业场景
+        Industria_Handle = 2,//工业操作内容
+        Main_Scence = 3,//主场景
+    }
+
+    public enum ChemistryFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入化学场景
+        Chemistry_Handle = 2,//化学操作内容
+        Main_Scence = 3,//主场景
+    }
+
+
+    public enum SubwayMapFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入地铁场景
+        Fire_Handle = 2,//地铁操作内容
+        Main_Scence = 3,//主场景
+    }
+    public enum FireSafetyFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入火灾场景
+        Fire_Handle = 2,//火灾操作内容
+        Main_Scence = 3,//主场景
+    }
+
+    public enum FutureCityFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入未来城市场景
+        Fire_Handle = 2,//未来城市操作内容
+        Main_Scence = 3,//主场景
+    }
+    public enum MuseumFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入博物馆场景
+        Museum_Handle = 2,//博物馆操作内容
+        Main_Scence = 3,//主场景
+    }
+
+    public enum SteppermachineFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入光刻机场景
+        Machine_Handle = 2,//光刻机操作内容
+        Main_Scence = 3,//主场景
+    }
+    public enum AquariumFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入工业场景
+        Aquarium_Handle = 2,//工业操作内容
+        Main_Scence = 3,//主场景
+    }
+    public enum PartyBuildingFuntionType
+    {
+        None = 0,
+        Into_Scene = 1,// 进入光刻机场景
+        PartyBuilding_Handle = 2,//光刻机操作内容
+        Main_Scence = 3,//主场景
+    }
+
+    public enum StartInspect
+    {
+        Undetected,//未检测 。。。。默认
+        To_be_tested,//待检测
+        qualified,//合格
+        Unqualified//不合格
+    }
+
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/Enums.cs.meta

@@ -0,0 +1,11 @@
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+ 33 - 0
Assets/HotUpdate/OOBE/Scripts/MonoSingletonOBE.cs

@@ -0,0 +1,33 @@
+using UnityEngine;
+
+
+public abstract class MonoSingletonOBE<T> : MonoBehaviour where T : MonoBehaviour
+{
+    public bool global = true;
+    static T instance;
+    protected bool _isInit = false;
+    public static T Instance
+    {
+        get
+        {
+            if (instance == null)
+            {
+                instance =(T)FindObjectOfType<T>();
+            }
+            return instance;
+        }
+
+    }
+
+    void Start()
+    {
+        if (global) DontDestroyOnLoad(this.gameObject);
+        Debug.Log(this.gameObject.name);
+        this.OnStart();
+    }
+
+    protected virtual void OnStart()
+    {
+
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/MonoSingletonOBE.cs.meta

@@ -0,0 +1,11 @@
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+ 8 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite.meta

@@ -0,0 +1,8 @@
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+ 56 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseView.cs

@@ -0,0 +1,56 @@
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using UnityEngine.UI;
+
+public abstract class BaseView :BaseWindow  {
+
+    public object config;
+    public bool isSelect;
+    public int index;
+
+    public override void Start() {
+        base.Start();
+        isSelect = false;
+        AddEvent();
+    }
+
+    public override void Init() {
+        
+    }
+
+    public void AddEvent() {
+        if (!gameObject.GetComponent<Button>()) {
+            gameObject.AddComponent<Button>();
+        }
+
+
+        OBEEventManager.RemoveAllTriggerListener(gameObject);
+        OBEEventManager.AddTriggerListener(gameObject, EventTriggerType.PointerEnter, OnEnter);
+        OBEEventManager.AddTriggerListener(gameObject, EventTriggerType.PointerDown, OnDown);
+        OBEEventManager.AddTriggerListener(gameObject, EventTriggerType.PointerUp, OnUp);
+        OBEEventManager.AddTriggerListener(gameObject, EventTriggerType.PointerExit, OnExit);
+        OBEEventManager.AddTriggerListener(gameObject, EventTriggerType.PointerClick, OnClick);
+    }
+
+    public virtual void OnEnter(BaseEventData data) {
+
+    }
+    public virtual void OnDown(BaseEventData data) {
+
+    }
+    public virtual void OnUp(BaseEventData data) {
+
+    }
+    public virtual void OnExit(BaseEventData data) {
+
+    }
+    public virtual void OnClick(BaseEventData data) {
+
+    }
+    public virtual void Refresh() {
+
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseView.cs.meta

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+ 29 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseWindow.cs

@@ -0,0 +1,29 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public abstract class BaseWindow : MonoBehaviour {
+
+
+    public virtual void Start() {
+    }
+
+    public virtual void Awake() {
+
+    }
+
+    public virtual void Update() {
+
+    }
+
+    public virtual void OnDestroy() {
+
+    }
+    public virtual void setWindow() {
+
+    }
+    public virtual void Init() {
+
+    }
+
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/BaseWindow.cs.meta

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+ 34 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetL.cs

@@ -0,0 +1,34 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class ButtonEvenetL : BaseView
+{
+    public InspectListPanel inspectPanle;
+
+    public int buttonIndex = 0;
+
+    public override void OnEnter(BaseEventData data)
+    {
+
+        if (InspectListPanel.taskIndex > 0)
+        {
+            buttonIndex = 1;
+            inspectPanle.leftButton_show.gameObject.SetActive(true);
+          
+        }
+        else
+        {
+            buttonIndex = 0;
+            inspectPanle.leftButton_show.gameObject.SetActive(false);
+            
+        }
+    }
+    public override void OnExit(BaseEventData data)
+    {
+        buttonIndex = 0;
+        inspectPanle.leftButton_show.gameObject.SetActive(false);
+       
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetL.cs.meta

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+ 35 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetR.cs

@@ -0,0 +1,35 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+
+public class ButtonEvenetR : BaseView
+{
+
+    // Use this for initialization
+    public InspectListPanel inspectPanle;
+
+    public int buttonIndex = 0;
+    public override void OnEnter(BaseEventData data)
+    {
+
+        if (InspectListPanel.taskIndex < inspectPanle.taskList.Count - 1)
+        {
+            buttonIndex = 1;
+            inspectPanle.rightButton_show.gameObject.SetActive(true);
+           
+        }
+        else
+        {
+            buttonIndex = 0;
+            inspectPanle.rightButton_show.gameObject.SetActive(false);
+           
+        }
+    }
+    public override void OnExit(BaseEventData data)
+    {
+        buttonIndex = 0;
+        inspectPanle.rightButton_show.gameObject.SetActive(false);
+ 
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ButtonEvenetR.cs.meta

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+ 161 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList.cs

@@ -0,0 +1,161 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using DG.Tweening;
+public class InspectList : MonoBehaviour
+{
+
+    public GameObject[] button;
+    public GameObject[] tagText;//标题文本框
+    public List<GameObject> inspectListObjList_WaiXiang = new List<GameObject>();//外箱
+    public List<GameObject> inspectListObjList_FuJian = new List<GameObject>();//附件
+    public List<GameObject> inspectListObjList_PeiZhi = new List<GameObject>();//附件
+    private GameObject inspectListObj;
+    public GameObject listParent;
+    public GameObject inspectListObjParent_WaiXiang;//外箱列表父级
+    public GameObject inspectListObjParent_FuJian;//外箱列表父级
+    public GameObject inspectListObjParent_PeiZhi;//外箱列表父级
+    public Material tagTextMaterial1, tagTextMaterial2;//标题文本框颜色
+    public GameObject clickFrame;//点击的 蓝色 移动框
+
+    public InspectListPanel inspectListPanel;
+
+    public int inspectListObjIndex_WaiXiang = 0;//命名
+    public int inspectListObjIndex_FuJian = 0;//命名
+    public int inspectListObjIndex_PeiZhi = 0;//命名
+    public void Start()
+    {
+
+        inspectListObj = Resources.Load("excel_buttom") as GameObject;
+        //ShowBaseListView("WaiXiang");
+        //MakeView_WaiXiang();
+        //MakeView_FuJian();
+        //MakeView_PeiZhi();
+
+    }
+    void OnDisable()
+    {
+
+    }
+    public void UserClick(string ButtonName)
+    {
+      
+        switch (ButtonName)
+        {
+            case "buttonTag1":   //外箱
+                ShowBaseListView("WaiXiang");
+                clickFrame.transform.DOMove(button[0].transform.position, 0.5f);
+                showTextTag(tagText[0]);
+                inspectListPanel.ShowHandleClick(0);
+                break;
+
+            case "buttonTag2":  //附件
+                ShowBaseListView("FuJian");
+                clickFrame.transform.DOMove(button[1].transform.position, 0.5f);
+                showTextTag(tagText[1]);
+
+                inspectListPanel.ShowHandleClick(5);
+
+
+                break;
+
+            case "buttonTag3":   //配置
+                ShowBaseListView("PeiZhi");
+                showTextTag(tagText[2]);
+                clickFrame.transform.DOMove(button[2].transform.position, 0.5f);
+                inspectListPanel.ShowHandleClick(12);
+                break;
+        }
+    }
+    public void showTextTag(GameObject obj)
+    {
+        for (int i = 0; i < tagText.Length; i++)
+        {
+            if (tagText[i].name == obj.name)
+            {
+                tagText[i].transform.DOLocalMoveZ(-0.000279963f, 0.5f);
+                tagText[i].GetComponent<MeshRenderer>().material = tagTextMaterial2;
+            }
+            else
+            {
+                tagText[i].transform.DOLocalMoveZ(0.003700018f, 0.5f);
+                tagText[i].GetComponent<MeshRenderer>().material = tagTextMaterial1;
+            }
+        }
+    }
+    public void MakeView_WaiXiang()
+    {
+
+        for (int i = 0; i < inspectListObjList_WaiXiang.Count; i++)
+        {
+            inspectListObjIndex_WaiXiang++;
+            GameObject obj = Instantiate(inspectListObj, new Vector3(inspectListObjList_WaiXiang[i].transform.position.x, inspectListObjList_WaiXiang[i].transform.position.y, 0.3526f), Quaternion.Euler(0, 0, -90));
+            obj.transform.parent = inspectListObjParent_WaiXiang.transform;
+            obj.name = "excel_buttom" + inspectListObjIndex_WaiXiang;
+            inspectListPanel.taskList.Add(obj);
+        }
+    }
+    public void MakeView_FuJian()
+    {
+        for (int i = 0; i < inspectListObjList_FuJian.Count; i++)
+        {
+            inspectListObjIndex_FuJian++;
+            GameObject obj = Instantiate(inspectListObj, new Vector3(inspectListObjList_FuJian[i].transform.position.x, inspectListObjList_FuJian[i].transform.position.y, 0.3526f), Quaternion.Euler(0, 0, -90));
+            obj.transform.parent = inspectListObjParent_FuJian.transform;
+            obj.name = "excel_buttom" + inspectListObjIndex_FuJian;
+            inspectListPanel.taskList.Add(obj);
+        }
+    }
+    public void MakeView_PeiZhi()
+    {
+        for (int i = 0; i < inspectListObjList_PeiZhi.Count; i++)
+        {
+
+            inspectListObjIndex_PeiZhi++;
+            if (inspectListObjIndex_PeiZhi <= inspectListObjList_PeiZhi.Count)
+            {
+                GameObject obj = Instantiate(inspectListObj, new Vector3(inspectListObjList_PeiZhi[i].transform.position.x, inspectListObjList_PeiZhi[i].transform.position.y, 0.3526f), Quaternion.Euler(0, 0, -90));
+                obj.transform.parent = inspectListObjParent_PeiZhi.transform;
+                obj.name = "excel_buttom" + inspectListObjIndex_PeiZhi;
+                inspectListPanel.taskList.Add(obj);
+            }
+
+        }
+    }
+    public void ShowBaseListView(string str)
+    {
+        switch (str)
+        {
+
+            case "WaiXiang":
+               // inspectListPanel.ShowContent(InspectListPanel.taskIndex);
+                inspectListObjParent_WaiXiang.SetActive(true);
+                inspectListObjParent_FuJian.SetActive(false);
+                inspectListObjParent_PeiZhi.SetActive(false);
+
+
+                // Invoke("Show1", 0.4f);
+
+
+                break;
+            case "FuJian":
+               // inspectListPanel.ShowContent(InspectListPanel.taskIndex);
+                inspectListObjParent_FuJian.SetActive(true);
+                inspectListObjParent_PeiZhi.SetActive(false);
+                inspectListObjParent_WaiXiang.SetActive(false);
+
+                // Invoke("Show2", 0.4f);
+
+                break;
+            case "PeiZhi":
+               // inspectListPanel.ShowContent(InspectListPanel.taskIndex);
+                inspectListObjParent_PeiZhi.SetActive(true);
+                inspectListObjParent_WaiXiang.SetActive(false);
+                inspectListObjParent_FuJian.SetActive(false);
+
+                //  Invoke("Show3", 0.4f);
+                break;
+        }
+    }
+ 
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 743a93a424966fe449b5e3c11171c1fc
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 27 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListButtonEvent.cs

@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+using UnityEngine.EventSystems;
+public class InspectListButtonEvent : BaseView
+{
+
+    private InspectListPanel inspectListPanel;
+    public string str = "clickBar";
+    private FunctionInfo _engineeringFunction;
+
+
+
+    public override void Start()
+    {
+        isSelect = false;
+        AddEvent();
+        inspectListPanel = GameObject.Find("Notebook_grounp").GetComponent<InspectListPanel>();
+    }
+
+    public override void OnClick(BaseEventData data)
+    {
+        InspectListPanel.taskIndex = int.Parse(this.gameObject.GetComponent<InspectList_Button>().text_num.text) - 1;
+        inspectListPanel.ShowHandleClick(InspectListPanel.taskIndex);
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListButtonEvent.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 559fb05c034f861448bcc232986db019
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 542 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListPanel.cs

@@ -0,0 +1,542 @@
+
+using CCS.App;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+public class InspectListPanel : MonoBehaviour
+{
+    public GongYeContral GongYe;
+
+    // Use this for initialization
+    public static int taskIndex = 0;
+    public List<GameObject> taskList = new List<GameObject>();
+
+    public GameObject leftButton, rightButton;
+    public GameObject leftButton_show, rightButton_show;
+
+    public TextMesh tagText;//标题
+    public TextMesh tagText_Two;//副标题
+    public TextMesh text_Content;//内容
+
+    public ReadXMLWaiXiang readWX;//外箱检测的xml;
+    public ReadXMLFuJian readFJ;
+    public ReadXMLPeiZhi readPZ;
+    public InspectList inspectList;
+
+    public GameObject[] show_Photo_Video_Model;
+    public GameObject soundsParent;
+    public GameObject soundsParent1;
+    public GameObject soundsAudioSource;
+    private bool isMakeSound = true;
+
+    public GameObject text_saomiao;
+    public GameObject text_yuyin;
+
+    private bool isInitUpdate;//用来限制循环
+
+    public GameObject baseViewPanel;//列表面板
+    public GameObject contentPanel1; //内容面板1
+    public GameObject contentPanel2;//内容面板2
+    public GameObject settlementPanel;//结算面板
+
+    private int scansOfNum = 0;//扫码次数
+
+    public int saoMa; //1 pass 2 no pass
+    public int yuYin;//1 pass 2 no pass
+    private List<FunctionValue> _currFVList;  //所有步骤
+    private bool isBegain = true;//控制第一条待检测。
+
+    private bool m_IsFirstActiveTrue = true;
+    private void Awake()
+    {
+
+    }
+
+    private void OnEnable()
+    {
+        if (!m_IsFirstActiveTrue)
+        {
+            PlaySounds(-2);
+            /*
+            soundsAudioSource = Resources.Load("PlaySounds") as GameObject;
+            GameObject sounds = Instantiate(soundsAudioSource, soundsParent.transform.position, Quaternion.identity);
+            sounds.transform.parent = soundsParent.transform;
+            sounds.name = "playSounds0";
+            sounds.GetComponent<PlaySounds>().soundName = "sound0";*/
+
+            show_Photo_Video_Model[taskIndex].SetActive(false);  //将当前选中的步骤面板播放内容隐藏
+            isBegain = true;
+            StartInitialize();
+            StartCoroutine(StartshowHand());
+        }
+    }
+    void Start()
+    {
+        PlaySounds(-2);
+        /*
+        soundsAudioSource = Resources.Load("PlaySounds") as GameObject;
+        GameObject sounds = Instantiate(soundsAudioSource, soundsParent.transform.position, Quaternion.identity);
+        sounds.transform.parent = soundsParent.transform;
+        sounds.name = "playSounds0";
+        sounds.GetComponent<PlaySounds>().soundName = "sound0";*/
+
+
+        leftButton_show.gameObject.SetActive(false);
+        rightButton_show.gameObject.SetActive(false);
+        // 克隆一份数据
+        _currFVList = new List<FunctionValue>();
+        _currFVList.AddRange(GongYe.FunctionValues);
+        StartInitialize();
+        StartCoroutine(StartshowHand());
+
+    }
+
+    /// <summary>
+    /// 初始化项目
+    /// </summary>
+    private void StartInitialize()
+    {
+        taskIndex = 0;
+        for (int i = 0, count = _currFVList.Count; i < count; i++)
+        {
+            _currFVList[i].value = 0;
+        }
+        _currFVList[0].isShow = true;
+    }
+
+    IEnumerator StartshowHand()
+    {
+        yield return new WaitForSeconds(12.2f);
+        if (isBegain == true)
+        {
+            ShowHandleClick(taskIndex);
+        }
+    }
+
+    /// <summary>
+    /// 根据传入的步骤ID显示当前步骤
+    /// </summary>
+    /// <param name="taskIndex">步骤ID</param>
+    public void ShowHandleClick(int taskIndex)
+    {
+        SetEngineeringFunctionInfo(taskIndex);
+        SelectInspectResultButton();
+    }
+
+    /// <summary>
+    /// 状态
+    /// </summary>
+    /// <param name="index"></param>
+    /// <param name="newValue"></param>
+    private void SetEngineeringFunctionInfo(int index, int newValue)
+    {
+        _currFVList[index].value = newValue;
+    }
+    // 是否选中(待检测状态)
+    private void SetEngineeringFunctionInfo(int index)
+    {
+        isBegain = false;
+        foreach (var item in _currFVList)
+        {
+            item.isShow = item.index == index ? true : false;
+            _currFVList[item.index].isShow = item.isShow;
+        }
+    }
+
+    /// <summary>
+    /// 刷新状态
+    /// </summary>
+    /// <param name="changeIndex"></param>
+    /// <param name="prevValue"></param>
+    /// <param name="currValue"></param>
+    private void RefreshState(int changeIndex, int prevValue, int currValue)
+    {
+        Debug.LogWarning($"当前改变的index {changeIndex}{prevValue} 改变为{currValue}");
+        taskList[changeIndex].GetComponent<InspectList_Button>().startInspect = (StartInspect)_currFVList[changeIndex].value;
+        taskList[changeIndex].GetComponent<InspectList_Button>().SetBtnState();
+        if (currValue == 2 || currValue == 3)
+        {
+            int nextIndex = Mathf.Clamp(changeIndex + 1, 0, taskList.Count - 1);
+            Debug.Log("nextIndex:" + nextIndex);
+            if (nextIndex > changeIndex)
+            {
+                switch (taskList[nextIndex].GetComponent<InspectList_Button>().startInspect)
+                {
+                    case StartInspect.Undetected:
+                    case StartInspect.qualified:
+                    case StartInspect.Unqualified:
+                        //选中状态
+                        if (nextIndex == 0)
+                        {
+                            inspectList.UserClick("buttonTag1");
+                        }
+                        else if (nextIndex == 5)
+                        {
+                            inspectList.UserClick("buttonTag2");
+                        }
+                        else if (nextIndex == 12)
+                        {
+                            inspectList.UserClick("buttonTag3");
+                        }
+                        else
+                        {
+                            SetEngineeringFunctionInfo(nextIndex);
+                            SelectInspectResultButton();
+                        }
+                        break;
+                    default:
+                        break;
+                }
+            }
+            else
+            {
+                MakeLastSound();//结算面板
+            }
+        }
+    }
+    /// <summary>
+    /// 对应的步骤面板被选中
+    /// </summary>
+    private void SelectInspectResultButton()
+    {
+        isBegain = false;
+        foreach (var item in _currFVList)
+        {
+            taskList[item.index].GetComponent<InspectList_Button>().OnSelect(item.isShow);
+            show_Photo_Video_Model[item.index].SetActive(item.isShow);
+            if (item.isShow)
+            {
+
+                taskIndex = item.index;
+                PlaySounds(taskIndex);
+                tagText.text = taskList[item.index].GetComponent<InspectList_Button>().mainSubtasks;
+                tagText_Two.text = taskList[item.index].GetComponent<InspectList_Button>().text_name.text;
+                text_Content.text = taskList[item.index].GetComponent<InspectList_Button>().content;
+            }
+        }
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+        if (taskIndex > 0)
+        {
+            leftButton.SetActive(true);
+        }
+        else
+        {
+            leftButton.SetActive(false);
+            leftButton_show.SetActive(false);
+        }
+        if (taskIndex < taskList.Count - 1)
+        {
+            rightButton.SetActive(true);
+        }
+        else
+        {
+            rightButton.SetActive(false);
+            rightButton_show.SetActive(false);
+        }
+    }
+
+    /// <summary>
+    /// 当点击中间页面的上一步、下一步按钮
+    /// </summary>
+    /// <param name="butoonName"></param>
+    public void ButtonUserClick(string butoonName)
+    {
+        isBegain = false;
+        switch (butoonName)
+        {
+
+            case "LeftButton":
+                leftB();
+                break;
+            case "RightButton":
+                RightB();
+                break;
+        }
+    }
+    /// <summary>
+    /// 上一步
+    /// </summary>
+    private void leftB()
+    {
+        if (taskIndex > 0)
+        {
+            taskIndex -= 1;
+            SetEngineeringFunctionInfo(taskIndex);
+            SelectInspectResultButton();
+
+
+        }
+        else
+        {
+            taskIndex = 0;
+            leftButton_show.gameObject.SetActive(false);
+            isMakeSound = false;
+        }
+
+
+    }
+    /// <summary>
+    /// 下一步
+    /// </summary>
+    private void RightB()
+    {
+        if (taskIndex < taskList.Count)
+        {
+
+            taskIndex += 1;
+            SetEngineeringFunctionInfo(taskIndex);
+            SelectInspectResultButton();
+        }
+        else
+        {
+            taskIndex = taskList.Count;
+            rightButton_show.gameObject.SetActive(false);
+            isMakeSound = false;
+        }
+
+
+    }
+    void OnDestroy()
+    {
+    }
+
+    public void Testing_Pass_or_NoPass(String message)
+    {
+        scansOfNum += 1;
+        for (int i = 0; i < taskList.Count; i++)
+        {
+            if (taskIndex == i)
+            {
+                if (taskList[i].GetComponent<InspectList_Button>().viewTag == 1)//判断是否属于扫描二维码的 列表条
+                {
+                    Debug.Log(taskList[i]);
+                    if (message == taskList[i].GetComponent<InspectList_Button>().code || taskList[i].GetComponent<InspectList_Button>().code == "8SSA10E75875D1SG93L02F6")
+                    {
+                        saoMa = 1;
+                        //通过
+
+                    }
+                    else
+                    {
+                        //不合格
+                        if (scansOfNum >= 2)
+                        {
+                            saoMa = 2;
+                            TestingNoPass_SaoMa();
+                            return;
+
+                        }
+                        else if (scansOfNum == 1)
+                        {
+                            MakeSound("sound_SaoMiao_NoPass");
+                        }
+                    }
+
+                }
+            }
+        }
+
+    }
+
+    /// <summary>
+    /// 2021.2.23 手动检测成功或失败
+    /// </summary>
+    /// <param name="message"></param>
+    public void Testring_UserClickNoOrPass(string message)
+    {
+        isBegain = false;
+        int currIndex = message == "检测成功" ? 2 : 3;
+        SetEngineeringFunctionInfo(taskIndex, currIndex);
+        RefreshState(taskIndex, -1, currIndex);
+    }
+    /// <summary>
+    /// 检测不合格
+    /// </summary>
+    public void TestingNoPass_SaoMa()
+    {
+
+        for (int i = 0; i < taskList.Count; i++)
+        {
+
+            if (taskIndex == i)
+            {
+
+                taskList[i].GetComponent<InspectList_Button>().status = 3;//
+                taskList[i].GetComponent<InspectList_Button>().jiluStaatus = 3;//
+
+            }
+            if (taskIndex + 1 == taskList.Count)
+            {
+                MakeLastSound();
+            }
+        }
+
+        //  ButtonUserClick("RightButton");
+        scansOfNum = 0;
+        saoMa = 0;
+    }
+
+
+    /// <summary>
+    ///检测合格 
+    /// </summary>
+    public void TestingPass_YuYin()
+    {
+        //for (int i = 0; i < taskList.Count; i++)
+        //{
+
+        //    if (taskIndex == i)
+        //    {
+        //        if (taskList[i].GetComponent<InspectList_Button>().viewTag == 2)//语音
+        //        {
+        //            taskList[i].GetComponent<InspectList_Button>().status = 2;//
+        //            taskList[i].GetComponent<InspectList_Button>().jiluStaatus = 2;//
+        //        }
+        //        else
+        //        {
+        //            return;
+        //        }
+        //    }
+        //    if (taskIndex + 1 == taskList.Count)
+        //    {
+        //        MakeLastSound();
+        //    }
+        //}
+
+        //ButtonUserClick("RightButton");
+        //yuYin = 0;
+    }
+    /// <summary>
+    /// 检测不合格
+    /// </summary>
+    public void TestingNoPass_YuYin()
+    {
+        //    for (int i = 0; i < taskList.Count; i++)
+        //    {
+
+        //        if (taskIndex == i)
+        //        {
+        //            if (taskList[i].GetComponent<InspectList_Button>().viewTag == 2)//语音
+        //            {
+        //                taskList[i].GetComponent<InspectList_Button>().status = 3;//
+        //                taskList[i].GetComponent<InspectList_Button>().jiluStaatus = 3;//
+        //            }
+        //            else
+        //            {
+        //                return;
+        //            }
+        //        }
+        //        if (taskIndex + 1 == taskList.Count)
+        //        {
+        //            MakeLastSound();
+        //        }
+        //    }
+
+        //    ButtonUserClick("RightButton");
+        //    yuYin = 0;
+
+    }
+
+
+    private void YanChiMakeSound()
+    {
+        GameObject sounds = Instantiate(soundsAudioSource, soundsParent.transform.position, Quaternion.identity);
+        sounds.transform.parent = soundsParent.transform;
+        sounds.name = "playSounds" + taskIndex + 1;
+        sounds.GetComponent<PlaySounds>().soundName = "sound" + taskIndex + 1;
+        isMakeSound = false;
+    }
+    private void MakeLastSound()
+    {
+
+        PlaySounds(-1);
+        if (soundsParent1.transform.Find("playSoundsOver") == null)
+        {
+            GameObject sounds = Instantiate(soundsAudioSource, soundsParent1.transform.position, Quaternion.identity);
+            sounds.transform.parent = soundsParent1.transform;
+            sounds.name = "playSoundsOver";
+            sounds.GetComponent<PlaySounds>().soundName = "soundOver";
+        }
+        baseViewPanel.SetActive(false);//列表面板
+        contentPanel1.SetActive(false); //内容面板1
+        contentPanel2.SetActive(false);//内容面板2
+        settlementPanel.SetActive(true);//结算面板
+    }
+    private void MakeSound(string soundName)
+    {
+        for (int j = 0; j < soundsParent.transform.childCount; j++)
+        {
+            Destroy(soundsParent.transform.GetChild(j).gameObject);
+        }
+        if (soundsParent1.transform.Find(soundName) == null)
+        {
+            GameObject sounds = Instantiate(soundsAudioSource, soundsParent.transform.position, Quaternion.identity);
+            sounds.transform.parent = soundsParent.transform;
+            sounds.name = soundName;
+            sounds.GetComponent<PlaySounds>().soundName = soundName;
+        }
+    }
+    private void PlaySounds(int Soundindex)
+    {
+        string soundNames = "";
+        switch (Soundindex)
+        {
+            case -2:
+                soundNames = "GY_OBE_SoundStart";
+                break;
+            case 0:
+                soundNames = "GY_OBE_Sound1";
+                break;
+            case 1:
+                soundNames = "GY_OBE_Sound2";
+                break;
+            case 2:
+                soundNames = "GY_OBE_Sound3";
+                break;
+            case 3:
+                soundNames = "GY_OBE_Sound4";
+                break;
+            case 4:
+                soundNames = "GY_OBE_Sound5";
+                break;
+            case -1:
+                soundNames = "GY_OBE_SoundEnd";
+                break;
+
+
+        }
+        AudioManager.Instance.AudioGongYe_OBE_LanguageSounds(soundNames);
+    }
+
+    private void OnDisable()
+    {
+        //关闭结算面板,显示内容面板
+        baseViewPanel.SetActive(true);//列表面板
+        contentPanel1.SetActive(true); //内容面板1
+        contentPanel2.SetActive(true);//内容面板2
+        settlementPanel.SetActive(false);//结算面板
+
+        //使所有步骤回归未检测状态
+        for (int i = 0; i < _currFVList.Count; i++)
+        {
+            taskList[i].GetComponent<InspectList_Button>().startInspect = StartInspect.Undetected;
+            taskList[i].GetComponent<InspectList_Button>().SetBtnState();
+        }
+        //左右按钮不可见
+        leftButton_show.gameObject.SetActive(false);
+        rightButton_show.gameObject.SetActive(false);
+        //回到外箱检测页面
+        inspectList.UserClick("buttonTag1");
+        m_IsFirstActiveTrue = false;
+    }
+}
+
+
+

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectListPanel.cs.meta

@@ -0,0 +1,11 @@
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+guid: 869c5418f14d83649a39372074b16566
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 1000
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 139 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList_Button.cs

@@ -0,0 +1,139 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.EventSystems;
+using DG.Tweening;
+using CCS.App;
+
+public class InspectList_Button : MonoBehaviour
+{
+    public TextMesh text_num, text_name, text_isOk;
+    public Material material_Undetected, material_To_be_tested, material_qualified, material_Unqualified;
+    public int status;//状态
+    public int jiluStaatus;
+    public bool isChange;//是否在修改状态下
+    public string content;
+    public string mainSubtasks;//标题
+    public string endResultViewPos;//生成结算面板 的结束位置
+    public int viewTag;//标签  1 2 用来判断 该条用语音还是 扫码    1扫码  二 语音
+    public string code;//料号
+
+    public StartInspect startInspect = StartInspect.Undetected;
+    public void OnSelect(bool isSelect)
+    {
+        if (isSelect)
+        {
+            this.GetComponent<MeshRenderer>().material = material_To_be_tested;
+            text_isOk.text = "待结测";
+        }
+        else
+        {
+            SetBtnState();
+        }
+    }
+    //void Update()
+    //{
+    //    switch (status)
+    //    {
+    //        case 0://未检测
+    //            startInspect = StartInspect.Undetected;
+    //            break;
+    //        case 1://待检测
+    //            startInspect = StartInspect.To_be_tested;
+    //            break;
+    //        case 2://合格
+    //            startInspect = StartInspect.qualified;
+    //            break;
+    //        case 3://不合格
+    //            startInspect = StartInspect.Unqualified;
+    //            break;
+    //    }
+
+    //    if (startInspect == StartInspect.Undetected)
+    //    {
+    //        this.GetComponent<MeshRenderer>().material = material_Undetected;
+    //        text_isOk.text = "未检测";
+    //    }
+    //    else if (startInspect == StartInspect.To_be_tested)
+    //    {
+    //        this.GetComponent<MeshRenderer>().material = material_To_be_tested;
+    //        text_isOk.text = "待结测";
+    //    }
+    //    else if (startInspect == StartInspect.qualified)
+    //    {
+    //        this.GetComponent<MeshRenderer>().material = material_qualified;
+    //        text_isOk.text = "合格";
+    //    }
+    //    else if (startInspect == StartInspect.Unqualified)
+    //    {
+    //        this.GetComponent<MeshRenderer>().material = material_Unqualified;
+    //        text_isOk.text = "不合格";
+    //    }
+
+    //}
+    void OnEnable()
+    {
+        SetBtnState();
+        //switch (status)
+        //{
+        //    case 0://未检测
+        //        startInspect = StartInspect.Undetected;
+        //        break;
+        //    case 1://待检测
+        //        startInspect = StartInspect.To_be_tested;
+        //        break;
+        //    case 2://合格
+        //        startInspect = StartInspect.qualified;
+        //        break;
+        //    case 3://不合格
+        //        startInspect = StartInspect.Unqualified;
+        //        break;
+        //}
+
+        //if (startInspect == StartInspect.Undetected)
+        //{
+        //    this.GetComponent<MeshRenderer>().material = material_Undetected;
+        //    text_isOk.text = "未检测";
+        //}
+        //else if (startInspect == StartInspect.To_be_tested)
+        //{
+        //    this.GetComponent<MeshRenderer>().material = material_To_be_tested;
+        //    text_isOk.text = "待结测";
+        //}
+        //else if (startInspect == StartInspect.qualified)
+        //{
+        //    this.GetComponent<MeshRenderer>().material = material_qualified;
+        //    text_isOk.text = "合格";
+        //}
+        //else if (startInspect == StartInspect.Unqualified)
+        //{
+        //    this.GetComponent<MeshRenderer>().material = material_Unqualified;
+        //    text_isOk.text = "不合格";
+        //}
+    }
+
+    public void SetBtnState()
+    {
+        switch (startInspect)
+        {
+            case StartInspect.Undetected:
+                this.GetComponent<MeshRenderer>().material = material_Undetected;
+                text_isOk.text = "未检测";
+                break;
+            case StartInspect.To_be_tested:
+                
+                break;
+            case StartInspect.qualified:
+                this.GetComponent<MeshRenderer>().material = material_qualified;
+                text_isOk.text = "合格";
+                break;
+            case StartInspect.Unqualified:
+                this.GetComponent<MeshRenderer>().material = material_Unqualified;
+                text_isOk.text = "不合格";
+                break;
+            default:
+                break;
+        }
+    }
+}
+

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectList_Button.cs.meta

@@ -0,0 +1,11 @@
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+guid: 6f30c69d7e5e3a8449cfdd23ffe4447b
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+  assetBundleVariant: 

+ 17 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectOverPanel.cs

@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class InspectOverPanel : MonoBehaviour {
+
+	// Use this for initialization
+    
+	void Start () {
+		
+	}
+	
+	// Update is called once per frame
+	void Update () {
+		
+	}
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectOverPanel.cs.meta

@@ -0,0 +1,11 @@
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+ 130 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectSettlementPanel.cs

@@ -0,0 +1,130 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class InspectSettlementPanel : MonoBehaviour
+{
+
+    // Use this for initialization
+    public TextMesh tagText_WaiXiang, tagTextFuJian, tagText_PeiZhi;//结果面板小标题
+    public Transform ResultViewListParent_WaiXiang;//结果列表外箱位置
+    public Transform WaiXiangParent;
+    public Transform ResultViewListParent_FuJian;//结果列表附件位置
+    public Transform FuJianParent;
+    public Transform ResultViewListParent_PeiZhi;//结果列表配置位置
+    public Transform PeiZhiParent;
+
+    public GameObject resultView;
+    //public ReadXMLWaiXiang readXML_WaiXiang;
+    //public ReadXMLFuJian readXML_FuJian;
+    //public ReadXMLPeiZhi readXML_PeiZhi;
+    protected Transform startPos;  //生成的位置
+    public InspectListPanel inspectList;
+
+    private string waiXiang = "外箱";
+    private string fuJiang = "附件";
+    private string peiZhi = "配置";
+
+
+    public TextMesh EquipmentType;//设备型号
+    public TextMesh CheckQuantity;//检查数量
+    public TextMesh pass_Num;//检查合格通过数量
+    public TextMesh pass_No_Num;//检查不合格数量
+    public TextMesh player_Name;//检查人员名单
+    public TextMesh player_WorkNumber;//检查人员工号
+    public TextMesh CheckTimer;//检查时间
+
+    private int passNum;
+    private int passNoNum;
+
+   
+   
+
+    void Start()
+    {
+        /*
+        resultView = Resources.Load("ResultView") as GameObject;
+        MakeResultView();
+        CheckQuantity.text = "检查项目: " + inspectList.taskList.Count.ToString() + "  项目";
+        GetInspectList_ButtonPassNum();
+        pass_Num.text = passNum.ToString();
+        pass_Num.color = Color.green;
+        pass_No_Num.text = passNoNum.ToString();
+        pass_No_Num.color = Color.red;*/
+    }
+
+
+    /// <summary>
+    /// 获取合格的数量
+    /// </summary>
+    void GetInspectList_ButtonPassNum()
+    {
+        for (int i = 0; i < inspectList.taskList.Count; i++)
+        {
+            if (inspectList.taskList[i].GetComponent<InspectList_Button>().status == 2)
+            {
+                passNum++;
+
+            }
+            else if (inspectList.taskList[i].GetComponent<InspectList_Button>().status == 3)
+            {
+                passNoNum++;
+            }
+        }
+    }
+    // Update is called once per frame
+    void MakeResultView()
+    {
+
+        for (int i = 0; i < inspectList.taskList.Count; i++)
+        {
+            if (inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks == waiXiang)
+            {
+                if (WaiXiangParent.transform.Find("ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text) == null)
+                {
+                    startPos = ResultViewListParent_WaiXiang.Find(inspectList.taskList[i].GetComponent<InspectList_Button>().endResultViewPos).gameObject.transform;
+                    GameObject obj = Instantiate(resultView, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, 0, 0));
+                    obj.transform.parent = WaiXiangParent.transform;
+                    obj.transform.localEulerAngles = new Vector3(0f, -180f, 0f);
+                    obj.name = "ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text;
+                    obj.GetComponent<inspectResultList_Button>().SetText_ID(inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Tag(inspectList.taskList[i].GetComponent<InspectList_Button>().text_name.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Status(inspectList.taskList[i].GetComponent<InspectList_Button>().startInspect);
+                    tagText_WaiXiang.text = inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks + "检查结果";
+                }
+            }
+            if (inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks == fuJiang)
+            {
+                if (FuJianParent.transform.Find("ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text) == null)
+                {
+                    startPos = ResultViewListParent_FuJian.Find(inspectList.taskList[i].GetComponent<InspectList_Button>().endResultViewPos).gameObject.transform;
+                    GameObject obj = Instantiate(resultView, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, 0, 0));
+                    obj.transform.parent = FuJianParent.transform;
+                    obj.transform.localEulerAngles = new Vector3(0f, -180f, 0f);
+                    obj.name = "ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text;
+                    obj.GetComponent<inspectResultList_Button>().SetText_ID(inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Tag(inspectList.taskList[i].GetComponent<InspectList_Button>().text_name.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Status(inspectList.taskList[i].GetComponent<InspectList_Button>().startInspect);
+                    tagTextFuJian.text = inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks + "检查结果";
+                }
+            }
+
+            if (inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks == peiZhi)
+            {
+                if (PeiZhiParent.transform.Find("ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text) == null)
+                {
+                    tagText_PeiZhi.text = inspectList.taskList[i].GetComponent<InspectList_Button>().mainSubtasks + "检查结果";
+                    startPos = ResultViewListParent_PeiZhi.Find(inspectList.taskList[i].GetComponent<InspectList_Button>().endResultViewPos).gameObject.transform;
+                    GameObject obj = Instantiate(resultView, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, 0, 0));
+                    obj.transform.parent = PeiZhiParent.transform;
+                    obj.transform.localEulerAngles = new Vector3(0f, -180f, 0f);
+                    obj.name = "ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text;
+                    obj.GetComponent<inspectResultList_Button>().SetText_ID(inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Tag(inspectList.taskList[i].GetComponent<InspectList_Button>().text_name.text);
+                    obj.GetComponent<inspectResultList_Button>().SetText_Status(inspectList.taskList[i].GetComponent<InspectList_Button>().startInspect);
+
+                }
+            }
+        }
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/InspectSettlementPanel.cs.meta

@@ -0,0 +1,11 @@
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+ 63 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/OBEEventManager.cs

@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.EventSystems;
+
+public class OBEEventManager
+{
+
+    private static OBEEventManager mInstant;
+    public static OBEEventManager Instant {
+        get {
+            if (mInstant == null) {
+                mInstant = new OBEEventManager();
+            }
+            return mInstant;
+        }
+    }
+
+    public static  void AddTriggerListener(GameObject obj,EventTriggerType eventId, UnityAction<BaseEventData> action) {
+        if (obj.GetComponent<EventTrigger>() == null) {
+            obj.AddComponent<EventTrigger>();
+        }
+
+        var trigger = obj.GetComponent<EventTrigger>();
+        foreach (EventTrigger.Entry _entry in trigger.triggers) {
+            if (_entry.eventID == eventId) {
+                Debug.Log("注册了"+eventId +"事件");
+                break;
+            }
+        }
+        EventTrigger.Entry entry = new EventTrigger.Entry();
+        entry.eventID = eventId;
+        entry.callback.AddListener(action);
+        //entry.callback.AddListener((data) => { action(data); });
+        trigger.triggers.Add(entry);
+    }
+
+    public static void RemoveTriggerListener(GameObject obj, EventTriggerType eventId) {
+
+        var trigger = obj.GetComponent<EventTrigger>();
+        if (!trigger) {
+            Debug.Log(obj+"没有EventTrigger组件");
+            return;
+        }
+        foreach (EventTrigger.Entry _entry in trigger.triggers) {
+            if (_entry.eventID == eventId) {
+                trigger.triggers.Remove(_entry);
+                Debug.Log("移除"+eventId+"事件");
+            }
+        }
+    }
+
+    public static void RemoveAllTriggerListener(GameObject obj) {
+        var trigger = obj.GetComponent<EventTrigger>();
+        if (!trigger) {
+          //  Debug.Log(obj + "没有EventTrigger组件");
+            return;
+        }
+        trigger.triggers.Clear();
+    }
+
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/OBEEventManager.cs.meta

@@ -0,0 +1,11 @@
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+ 49 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/PlaySounds.cs

@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class PlaySounds : MonoBehaviour
+{
+
+    private AudioSource sound;
+    public string soundName;
+
+
+    private float isDestroyTimer;
+
+    void Start()
+    {
+        //  isLoopSound = false;
+        sound = this.GetComponent<AudioSource>();
+      
+        PlaySound();
+       
+
+    }
+    void Update()
+    {
+      
+        //isDestroyTimer -= Time.deltaTime;
+        //if (isDestroyTimer <= 0)
+        //{
+        //    //Destroy(this.gameObject);
+        //}
+      
+    }
+    // Update is called once per frame
+
+    public void PlaySound()
+    {
+        if (sound != null)
+        {
+            /*
+            sound.clip = (AudioClip)Resources.Load(soundName, typeof(AudioClip));//调用Resources方法加载AudioClip资源
+            sound.Play();*/
+           // isDestroyTimer = sound.clip.length;
+
+        }
+
+
+
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/PlaySounds.cs.meta

@@ -0,0 +1,11 @@
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+ 9 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLFuJian.cs

@@ -0,0 +1,9 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ReadXMLFuJian : ReadXMLWaiXiang {
+
+ 
+
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLFuJian.cs.meta

@@ -0,0 +1,11 @@
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+ 9 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLPeiZhi.cs

@@ -0,0 +1,9 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ReadXMLPeiZhi : ReadXMLWaiXiang
+{
+
+  
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLPeiZhi.cs.meta

@@ -0,0 +1,11 @@
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+ 142 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLWaiXiang.cs

@@ -0,0 +1,142 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ReadXMLWaiXiang : MonoBehaviour
+{
+
+    public GameObject inspectListObj;
+    // 保存所有的从XML读取的数据
+    public ArrayList m_enemylist;
+    // 存储敌人出场顺序的XML
+    public TextAsset xmldata;
+    public InspectList inspecyList;
+    public InspectListPanel inspectListPanel;
+    protected int m_index = 0;
+    protected Transform startPos;
+    public GameObject objParent;
+    public GameObject excel_buttom;
+    public int idtype;
+    void Awake()
+    {
+        // 读取XML
+        ReadMyXML();
+        inspectListObj = Instantiate(excel_buttom);// Resources.Load("excel_buttom") as GameObject;
+    }
+    public virtual void Start()
+    {
+
+
+       LoadInspectList();
+
+    }
+    public virtual void ReadMyXML()
+    {
+        m_enemylist = new ArrayList();
+        switch (idtype)
+        {
+            case 0:
+                setDATA("1", "检查USB3.0接口线", "0", "excel_dikuang_1", "请检查USB3.0接口线是否插入主板又部的USB3.0针脚上。", "外箱", "ResultView1", "1", "1S20QEZ4KYUSPF1P4Q21");
+                setDATA("2", "检查F_PANEL接口线", "0", "excel_dikuang_2", "请检查主板右下方的JFP1接口,即F_PANEL接口是否与控制前置面板开关及指示灯的线连接。", "外箱", "ResultView2", "1", "SPF1P4Q21");
+                setDATA("3", "检查风扇运转情况", "0", "excel_dikuang_3", "请检查机箱上的二维码是否破损。", "外箱", "ResultView3", "2", "0");
+                setDATA("4", "外箱", "0", "excel_dikuang_4", "请将主机通电,是否并按下开机键,查看风扇是否正常转动并发光", "外箱", "ResultView4", "1", "193386983477");
+                setDATA("5", "检查主板供电发光线", "0", "excel_dikuang_5", "请检查24pin主板供电线是否插入主板右侧的24pin供电插槽内,并发出炫彩光效", "外箱", "ResultView5", "1", "015184006299197");
+
+                break;
+            case 1:
+                setDATA("6", "打开设备包装", "0", "excel_dikuang_1", "开箱前检测,请带上手套,做好防尘措施.扫描设备配置单ModelS/N二维码,确认设备机型开始检测流程", "附件", "ResultView1", "1", "1S20QEZ4KYUSPF1P4Q21");
+                setDATA("7", "清点相关配件", "0", "excel_dikuang_2", "扫描Serial Number,确认二维码与系统数据一致", "附件", "ResultView2", "1", "SPF1P4Q21");
+                setDATA("8", "扫描电源线二维码", "0", "excel_dikuang_3", "请人工对比ES LOGO是否有图改,表面有无损毁", "附件", "ResultView3", "2", "0");
+                setDATA("9", "扫描扫描适配器二维码 code", "0", "excel_dikuang_4", "扫描UPC code,确认二维码与系统数据一致", "附件", "ResultView4", "1", "193386983477");
+                setDATA("10", "扫描VGA CABLE二维码", "0", "excel_dikuang_5", "扫描IMEI,确认二维码与系统数据一致,", "附件", "ResultView5", "1", "015184006299197");
+                setDATA("11", "扫描产品手册二维码", "0", "excel_dikuang_6", "请人工对比FCC logo是否有图改,表面有无损毁,", "附件", "ResultView6", "2", "0");
+                setDATA("12", "扫描IJ45 二维码", "0", "excel_dikuang_7", "请人工对比是否与图片一致,正面X1 logo和ThinkPad logo,反面防火logo是否有图改,表面有无损毁", "附件", "ResultView7", "2", "0");
+
+                break;
+            case 2:
+                setDATA("13", "进行产品配置检查", "0", "excel_dikuang_1", "检查产品正面是否有X1图片和产品logo,是否有图改,表面有无损毁", "配置", "ResultView1", "1", "1S20QEZ4KYUSPF1P4Q21");
+                setDATA("14", "请检查屏幕及双摄像头", "0", "excel_dikuang_2", "请检查设备内部显示屏幕是否有划痕与指纹印记,检查双摄像头是否有划痕", "配置", "ResultView2", "1", "SPF1P4Q21");
+                setDATA("15", "请检查掌托面-UPPER", "0", "excel_dikuang_3", "请检查设备掌托面-UPPER,确认触控板有弹性", "配置", "ResultView3", "2", "0");
+                setDATA("16", "请检查掌托右侧指纹识别 code", "0", "excel_dikuang_4", "请检查掌托右侧指纹识别,是否有划痕与指纹印记", "配置", "ResultView4", "1", "193386983477");
+                setDATA("17", "请检查掌托左侧Inter标签", "0", "excel_dikuang_5", "请检查掌托左侧Inter标签,是否有图改或者表面损毁", "配置", "ResultView5", "1", "015184006299197");
+                setDATA("18", "请检查SN码与IMEI", "0", "excel_dikuang_6", "请翻转到底部,检查底座-SN码与IMEI标志是否有图改,表面有无损毁", "配置", "ResultView6", "2", "0");
+                setDATA("19", "请检查底部windows标签", "0", "excel_dikuang_7", "请检查底部windows标签,是否有划痕与指纹印记", "配置", "ResultView7", "2", "0");
+
+                break;
+        }  }
+
+    public void setDATA(string id, string subtasks, string taskStatus, string pos, string content, string mainSubtasks, string endResultViewPos, string tag,string code)
+    {
+
+        SpawnData mData = new SpawnData();
+        mData.id = int.Parse(id);
+        mData.subtasks = subtasks;
+        mData.taskStatus = int.Parse(taskStatus);
+        mData.pos = pos;
+        mData.content = content;
+        mData.mainSubtasks = mainSubtasks;
+        mData.endResultViewPos = endResultViewPos;
+        mData.tag = int.Parse(tag);
+        mData.code = code;
+        m_enemylist.Add(mData);
+
+    }
+
+    //public virtual void Update()
+    //{
+    //    if (m_index >= m_enemylist.Count)
+    //        return;
+    //    //LoadInspectList();
+    //}
+
+    private void LoadInspectList()
+    {
+        if (m_index >= m_enemylist.Count)
+            return;
+        for (int i = 0; i < m_enemylist.Count; i++)
+        {
+            SpawnData data = (SpawnData)m_enemylist[m_index];
+            startPos = inspecyList.listParent.transform.Find(data.pos).gameObject.transform;
+            GameObject obj = Instantiate(inspectListObj, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, startPos.eulerAngles.y, -90));
+            obj.transform.parent = objParent.transform;
+            // obj.transform.localScale = new Vector3(0.6086614f, 3.158592f, 8778199f);
+            obj.name = "excel_buttom" + data.id.ToString();
+            InspectList_Button inB = obj.GetComponent<InspectList_Button>();
+            inB.text_num.text = data.id.ToString();
+            inB.text_name.text = data.subtasks.ToString();
+            inB.status = data.taskStatus;
+            inB.content = data.content;
+            inB.mainSubtasks = data.mainSubtasks;
+            inB.endResultViewPos = data.endResultViewPos;
+            inB.viewTag = data.tag;
+            inB.code = data.code;
+            inspectListPanel.taskList.Add(obj);
+            m_index++;
+        }
+    }
+
+    public class SpawnData
+    {
+        //id
+        public int id;
+        //子任务
+        public string subtasks;
+        //子任务状态
+        public int taskStatus;
+        //子任务位置
+        public string pos;
+        //子任务的具体内容
+        public string content;
+        //子任务的标题
+        public string mainSubtasks;
+        //结算列表的view的位置
+        public string endResultViewPos;
+        //子任务属于 什么判断  1 扫码 2 语音
+        public int tag;
+        //子任务的根号
+        public string code;
+
+    }
+}
+
+

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/ReadXMLWaiXiang.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 80cc20ba38f70e843a561039842f5eeb
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 100
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 22 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/StartZhongKong.cs

@@ -0,0 +1,22 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class StartZhongKong : MonoBehaviour
+{
+
+    // Use this for initialization
+    public GameObject showGame;
+    public float showTimer;
+    
+    void Start()
+    {
+        StartCoroutine(Show(showTimer));
+    }
+    private IEnumerator Show(float timer)
+    {
+        yield return new WaitForSeconds(timer);
+        showGame.SetActive(true);
+        this.gameObject.SetActive(false);
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/StartZhongKong.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5d8e7fdd77e9abb4fa6e6b5f319e296a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 56 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/inspectResultList_Button.cs

@@ -0,0 +1,56 @@
+using CCS.App;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class inspectResultList_Button : MonoBehaviour
+{
+
+    // Use this for initialization
+    public TextMesh text_id; //序列号
+    public TextMesh text_Tag;//标题内容
+    public TextMesh text_status;//状态
+    public int tatus;
+
+    private Color gray;//0 灰色
+    private Color yellow;//1 黄色
+    private Color green;//2 绿色
+    private Color red;//3 红色
+    void Start()
+    {
+
+        yellow = new Color(255f, 183 / 255f, 0);
+        green = new Color(183 / 255f, 210 / 255f, 0);
+        red = new Color(1f, 0f, 0f);
+    }
+    public void SetText_ID(string txt)
+    {
+        text_id.text = txt;
+    }
+    public void SetText_Tag(string txt)
+    {
+        text_Tag.text = txt;
+    }
+    public void SetText_Status(StartInspect startInspect)
+    {
+        switch (startInspect)
+        {
+            case StartInspect.Undetected:
+                text_status.text = "未检测";
+                text_status.color = Color.gray;
+                break;
+            case StartInspect.To_be_tested:
+                break;
+            case StartInspect.qualified:
+                text_status.text = "合格";
+                text_status.color = Color.green;
+                break;
+            case StartInspect.Unqualified:
+                text_status.text = "不合格";
+                text_status.color = Color.red;
+                break;
+            default:
+                break;
+        }
+    }
+}

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/OBESprite/inspectResultList_Button.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cee13c39b8fc19246b15f05c982e5330
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/HotUpdate/OOBE/Scripts/TestGongYe.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 8abb873d214bded4f92e6f568ebd0072
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 70 - 0
Assets/HotUpdate/OOBE/Scripts/TestGongYe/GongYeContral.cs

@@ -0,0 +1,70 @@
+
+using System.Collections.Generic;
+using UnityEngine;
+using LitJson;
+
+public class GongYeContral : MonoBehaviour
+{
+    public TextAsset textobj;
+    private GongYeData m_GongYeData;
+    private List<FunctionValue> m_FunctionValues;
+    public List<FunctionValue> FunctionValues
+    {
+        get
+        {
+            if (null == m_FunctionValues)
+            {
+                m_FunctionValues = m_GongYeData.functionValues;
+            }
+            return m_FunctionValues;
+        }
+        set { m_FunctionValues = value; }
+    }
+
+    void Start()
+    {
+        GetData();
+    }
+
+    // Update is called once per frame
+    void Update()
+    {
+
+    }
+
+    /// <summary>
+    /// 获取工业步骤内容信息
+    /// </summary>
+    private void GetData()
+    {
+        while (true)
+        {
+            m_GongYeData = JsonMapper.ToObject<GongYeData>(textobj.text);
+            if (m_GongYeData != null)
+            {
+                break;
+            }
+        }
+        List<FunctionValue> fvList = new List<FunctionValue>();
+        for (int i = 0; i < m_GongYeData.contentInfos.Count; i++)
+        {
+            FunctionValue fv = new FunctionValue();
+            fv.index = i;
+            fv.isShow = fv.index == m_GongYeData.defaultValue ? true : false;
+            fv.value = 0;
+            fvList.Add(fv);
+        }
+        m_GongYeData.functionValues = fvList;
+    }
+}
+
+public class GongYeData
+{
+    public uint moduleID;
+    public uint functionID;
+    public int defaultValue;// 默认值
+    public int isShowState;
+    public List<FunctionValue> functionValues;
+    public List<ContentInfo> contentInfos;
+}
+

+ 11 - 0
Assets/HotUpdate/OOBE/Scripts/TestGongYe/GongYeContral.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 355290b5ae025194ea4be9c374b36f15
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 7 - 3
Assets/HotUpdate/Patch_ModelController.cs

@@ -39,12 +39,16 @@ public class Patch_ModelController : AbstractController
         {
             if (!toggle.isOn)
             {
-                if (manipulationHandler != null)
-                    Destroy(manipulationHandler);
+                if (manipulationHandler != null)
+                {
+                    Destroy(manipulationHandler);
+                    manipulationHandler = null;
+                }
                 if (boundingBox != null)
                 {
                     Destroy(boundingBox);
-                    if (transform.Find("BoundingBox").gameObject != null)
+                    boundingBox = null;
+                    if (transform.Find("BoundingBox")!=null&&transform.Find("BoundingBox").gameObject != null)
                         Destroy(transform.Find("BoundingBox").gameObject);
                 }
                 if (boxCollider != null)

+ 4 - 0
Assets/HotUpdate/PointFileGetUrlCommand.cs

@@ -95,9 +95,13 @@ public class PointFileGetUrlCommand : ICommand
     }
 
     public static int mapct = 1000;
+    public static byte[] nowBytes = new byte[0];
     public IEnumerator loadmapend(byte[] bytes)
     {
         mapct++;
+        nowBytes = bytes;
+       // GameManager.Instance.armap.renderMode = Immersal.AR.ARMap.RenderMode.EditorAndRuntime; 
+        GameManager.Instance.armap.renderMode = Immersal.AR.ARMap.RenderMode.DoNotRender;
         yield return GameManager.Instance.armap.LoadMap(bytes, mapct);
         GameManager.Instance.armap.enabled = true;
         this.SendCommand(new StartImmersalLocalizerCommand());

+ 33 - 0
Assets/HotUpdate/SChooseItem.cs

@@ -1,9 +1,11 @@
 using System;
 using UnityEngine;
 using UnityEngine.EventSystems;
+using UnityEngine.UI;
 
 public class SChooseItem : MonoBehaviour,IPointerClickHandler
 {
+    public Text tname;
     /// <summary>
     /// 当选择场景时触发事件
     /// </summary>
@@ -31,4 +33,35 @@ public class SChooseItem : MonoBehaviour,IPointerClickHandler
         OnSelectScene?.Invoke(m_SceneData, true);
         mSceneChoose.OnClickOKBtn(m_SceneData);
     }
+
+    public Camera xrCamera;
+    public void init(SceneValue sv)
+    {
+        xrCamera = OpenXRCamera.Instance.GetComponent<Camera>();
+        rectTransform = GetComponent<RectTransform>();
+        SceneData = sv;
+        tname.text = sv.name;
+    }
+    public Mask mask;
+    public GameObject model;
+    private RectTransform rectTransform;
+    // Update is called once per frame
+    void Update()
+    {
+        if (mask)
+        {
+
+            //if(mask.IsRaycastLocationValid(rectTransform.position, xrCamera))
+            //{
+            //    model.SetActive(true);
+            //}
+            //else
+            //{
+            //    model.SetActive(false);
+            //}
+            //   Debug.LogError( "  MASK   YC   ");
+
+            model.SetActive(mask.IsRaycastLocationValid(rectTransform.position, xrCamera));
+        }
+    }
 }

+ 19 - 5
Assets/HotUpdate/SettingPanel.cs

@@ -61,6 +61,8 @@ public class SettingPanel : AbstractController
             data["projectId"] = SceneChoose.Sid;
             data["location"] = arg0;
             HttpTool.Instance.Post("/viewpoint/locationPoint", data.ToJson(), (string str) => { });
+
+            setdingwei(arg0);
         }
     }
 
@@ -103,7 +105,7 @@ public class SettingPanel : AbstractController
             {
                 if(dingweilist[nowsp.id])
                 {
-                    XRLocalizer.Instance.gameObject.SetActive(true);
+                    setdingwei(true);
                     DingWei.isOn = true;
                 }
                 else
@@ -111,7 +113,7 @@ public class SettingPanel : AbstractController
 
                     if (ARSpace.isFind)
                     {
-                        XRLocalizer.Instance.gameObject.SetActive(false);
+                        setdingwei(false);
                     }
                     feiDingWei.isOn = true;
                 }
@@ -121,7 +123,7 @@ public class SettingPanel : AbstractController
                 if(sv.location)
                 {
                     dingweilist.Add(nowsp.id,true);
-                    XRLocalizer.Instance.gameObject.SetActive(true);
+                    setdingwei(true);
                     DingWei.isOn = true;
 
                 }
@@ -129,7 +131,7 @@ public class SettingPanel : AbstractController
                 {
                     if (ARSpace.isFind)
                     {
-                        XRLocalizer.Instance.gameObject.SetActive(false);
+                        setdingwei(false);
                     }
                     feiDingWei.isOn = true;
                 }
@@ -145,11 +147,23 @@ public class SettingPanel : AbstractController
             DingWei.gameObject.SetActive(false);
             //if(ARSpace.isFind)
             //{
-                XRLocalizer.Instance.gameObject.SetActive(true);
+            setdingwei(true);
             //}
         }
     }
 
+    public void setdingwei(bool isopen)
+    {
+        if(isopen&&!MoveChange.islixian)
+        XRLocalizer.Instance.gameObject.SetActive(true);
+        else
+        {
+            XRLocalizer.Instance.gameObject.SetActive(false);
+
+        }
+
+    }
+
     public void Init()
     {
         CreateLines();

+ 146 - 18
Assets/HotUpdate/TemplateModel.cs

@@ -1,8 +1,12 @@
 using SC.XR.Unity.Module_InputSystem;
+using System;
 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
+using System.IO.Compression;
+using System.Reflection;
 using TriLibCore;
+using TriLibCore.Extensions;
 using UnityEngine;
 
 public class TemplateModel : BaseTemPlate
@@ -13,11 +17,23 @@ public class TemplateModel : BaseTemPlate
         base.OnEnable();
         if (GameManager.Instance.IsRuning && m_ModelObj == null)
         {
+            Debug.Log("ExtractZipFile===>1");
             if (IsAB())
                 LoadABModel();
             else
                 TriLibModel();
         }
+        else
+        {
+            if (m_ModelObj && m_ModelObj.GetComponent<Animation>())
+            {
+                Debug.Log("Animation===>1"+ m_ModelObj.name);
+
+                Animation _animation = m_ModelObj.GetComponent<Animation>();
+                List<AnimationClip> _animations = _animation.GetAllAnimationClips();
+                m_ModelObj.GetComponent<Animation>().Play(_animations[0].name, PlayMode.StopAll);
+            }
+        }
     }
 
     private IEnumerator LoadModel()
@@ -292,29 +308,141 @@ public class TemplateModel : BaseTemPlate
         BoundingBox boundingBox = gameObject.AddComponent<BoundingBox>();
         boundingBox.enabled = false;
     }
+    /// <summary>
+    /// 解压
+    /// </summary>
+    /// <param name="zipFilePath">压缩文件路径</param>
+    /// <param name="extractPath">解压路径</param>
+    public bool ExtractZipFile(string zipFilePath)
+    {
+        bool isAB=false;
+        if(!zipFilePath.Contains(".zip"))
+        {
+            return false;
+        }
+        Debug.Log("ExtractZipFile===>1");
+        using (ZipArchive archive = ZipFile.OpenRead(zipFilePath))
+        {
+                byte[] ghbbytes = null;
+                byte[] csbytes = null;
+                Debug.Log("ExtractZipFile===>2");
+                foreach (ZipArchiveEntry entry in archive.Entries)
+                {
+                Debug.Log("ExtractZipFile==FullName=>2" + entry.FullName);
+                if (entry.FullName.Contains(".ghb") || !entry.FullName.Contains(".")|| entry.FullName.Contains(".bytes"))
+                    {
+                        isAB = true;
+                        if (entry.Name != "")
+                        {
+                            entry.ExtractToFile(Application.persistentDataPath+"/"+ entry.FullName,true);
+                            FileInfo finfo = new FileInfo(Application.persistentDataPath + "/" + entry.FullName);
+                            byte[] bytes= readbytes(finfo.OpenRead());
+                            if (!entry.FullName.Contains(".bytes"))
+                            {
+                                ghbbytes = bytes;
+                            }
+                            else
+                            {
+                                csbytes = bytes;
+                            }
+                        }
+
+                    }
+                }
+
+                if(isAB)
+                {
+                    Debug.Log("ExtractZipFile===>3");
+                    if (csbytes != null)
+                    {
+                        Debug.Log("ExtractZipFile===>4");
+                        Assembly.Load(csbytes);
+                    }
+                    if (ghbbytes!=null)
+                    {
+
 
+                        Debug.Log("ExtractZipFile===>5");
+                        AssetBundle ab = AssetBundle.LoadFromMemory(ghbbytes);
+                        var prefab = ab.LoadAsset<GameObject>(ab.LoadAllAssets<GameObject>()[0].name);
+                        m_ModelObj = Instantiate(prefab, transform);
+                        ab.Unload(false);
+
+                        ManipulationHandler manipulation = gameObject.AddComponent<ManipulationHandler>();
+                        manipulation.enabled = false;
+                        BoundingBox boundingBox = gameObject.AddComponent<BoundingBox>();
+                        boundingBox.enabled = false;
+                    }
+                }
+
+   
+
+            return isAB;
+        }
+    }
+    public byte[] readbytes(Stream stream)
+    {
+
+        using (Stream fs = stream)
+        {
+            byte[] bytes = new byte[fs.Length];
+            fs.Read(bytes, 0, bytes.Length);
+            fs.Close();
+            return bytes;
+        }
+    }
     public void TriLibModel()
     {
 
+
         Debug.Log("模型加载完成TriLibModel" + Data.localLoadPath);
-        TriLibModelLoad.Load(Data.localLoadPath, (AssetLoaderContext ac) => {
-            Debug.Log("模型加载完成");
-        }, (AssetLoaderContext ac) => {
-            Debug.Log("载材质加完成");
-          //  ac.RootGameObject.transform.position = Camera.main.transform.forward;
-            m_ModelObj = Instantiate(ac.RootGameObject, transform);
-            ManipulationHandler manipulation = gameObject.AddComponent<ManipulationHandler>();
-            manipulation.enabled = false;
-            BoundingBox boundingBox = gameObject.AddComponent<BoundingBox>();
-            boundingBox.enabled = false;
-            ac.RootGameObject.SetActive(false);
-        }, (AssetLoaderContext ac, float f) => {
-
-            Debug.Log("加载中==》" + f);
-        }, (IContextualizedError error) => {
-
-            Debug.Log("加载失败" + error);
-        });
+
+        if (false)//ExtractZipFile(Data.localLoadPath)
+        {
+
+        }
+        else
+        {
+
+            Debug.Log("模型加载完成TriLibModel" + Data.localLoadPath);
+            TriLibModelLoad.Load(Data.localLoadPath, (AssetLoaderContext ac) => {
+                Debug.Log("模型加载完成");
+            }, (AssetLoaderContext ac) => {
+                Debug.Log("载材质加完成");
+                Bounds bounds = GetAllBounds.GetRendererBounds(ac.RootGameObject);
+                GameObject obj = new GameObject("Test");
+                obj.transform.position = bounds.center;
+                obj.transform.SetParent(ac.RootGameObject.transform);
+                float bizhi = 0.4f / bounds.size.x;
+                ac.RootGameObject.transform.localScale = Vector3.one * bizhi;
+                ac.RootGameObject.transform.SetParent(this.transform);
+                ac.RootGameObject.transform.localPosition = Vector3.zero - obj.transform.position ;
+                ac.RootGameObject.SetActive(true);
+
+                //  ac.RootGameObject.transform.position = Camera.main.transform.forward;
+                m_ModelObj = Instantiate(ac.RootGameObject, transform);
+                ManipulationHandler manipulation = gameObject.AddComponent<ManipulationHandler>();
+                manipulation.enabled = false;
+                BoundingBox boundingBox = gameObject.AddComponent<BoundingBox>();
+                boundingBox.enabled = false;
+                ac.RootGameObject.SetActive(false);
+
+                if (m_ModelObj && m_ModelObj.GetComponent<Animation>())
+                {
+                    Debug.Log("Animation===>1" + m_ModelObj.name);
+
+                    Animation _animation = m_ModelObj.GetComponent<Animation>();
+                    List<AnimationClip> _animations = _animation.GetAllAnimationClips();
+                    m_ModelObj.GetComponent<Animation>().Play(_animations[0].name, PlayMode.StopAll);
+                }
+            }, (AssetLoaderContext ac, float f) => {
+
+                Debug.Log("加载中==》" + f);
+            }, (IContextualizedError error) => {
+
+                Debug.Log("加载失败" + error);
+            });
+        }
     }
 
     public override void HideCollider()

+ 3 - 0
Assets/HybridCLRGenerate/AOTGenericReferences.cs

@@ -449,10 +449,13 @@ public class AOTGenericReferences : UnityEngine.MonoBehaviour
 		// object UnityEngine.GameObject.GetComponentInChildren<object>(bool)
 		// object UnityEngine.GameObject.GetComponentInParent<object>()
 		// object UnityEngine.GameObject.GetComponentInParent<object>(bool)
+		// object[] UnityEngine.GameObject.GetComponentsInChildren<object>()
+		// object[] UnityEngine.GameObject.GetComponentsInChildren<object>(bool)
 		// object UnityEngine.Object.FindObjectOfType<object>()
 		// object UnityEngine.Object.Instantiate<object>(object)
 		// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform)
 		// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Transform,bool)
+		// object UnityEngine.Object.Instantiate<object>(object,UnityEngine.Vector3,UnityEngine.Quaternion)
 		// object UnityEngine.Resources.Load<object>(string)
 		// UnityEngine.ResourceRequest UnityEngine.Resources.LoadAsync<object>(string)
 		// object UnityEngine._AndroidJNIHelper.ConvertFromJNIArray<object>(System.IntPtr)

+ 21 - 1
Assets/HybridCLRGenerate/link.xml

@@ -100,6 +100,14 @@
     <type fullname="System.Linq.Enumerable" preserve="all" />
     <type fullname="System.Threading.ReaderWriterLockSlim" preserve="all" />
   </assembly>
+  <assembly fullname="System.IO.Compression">
+    <type fullname="System.IO.Compression.ZipArchive" preserve="all" />
+    <type fullname="System.IO.Compression.ZipArchiveEntry" preserve="all" />
+  </assembly>
+  <assembly fullname="System.IO.Compression.FileSystem">
+    <type fullname="System.IO.Compression.ZipFile" preserve="all" />
+    <type fullname="System.IO.Compression.ZipFileExtensions" preserve="all" />
+  </assembly>
   <assembly fullname="System.Xml">
     <type fullname="System.Xml.Serialization.XmlArrayAttribute" preserve="all" />
     <type fullname="System.Xml.Serialization.XmlElementAttribute" preserve="all" />
@@ -120,6 +128,7 @@
   </assembly>
   <assembly fullname="TriLibCore">
     <type fullname="TriLibCore.AssetLoaderContext" preserve="all" />
+    <type fullname="TriLibCore.Extensions.AnimationExtensions" preserve="all" />
     <type fullname="TriLibCore.IContextualizedError" preserve="all" />
   </assembly>
   <assembly fullname="Unity.TextMeshPro">
@@ -156,7 +165,10 @@
     <type fullname="UnityEngine.AndroidJavaProxy" preserve="all" />
   </assembly>
   <assembly fullname="UnityEngine.AnimationModule">
+    <type fullname="UnityEngine.Animation" preserve="all" />
+    <type fullname="UnityEngine.AnimationClip" preserve="all" />
     <type fullname="UnityEngine.Animator" preserve="all" />
+    <type fullname="UnityEngine.PlayMode" preserve="all" />
   </assembly>
   <assembly fullname="UnityEngine.AssetBundleModule">
     <type fullname="UnityEngine.AssetBundle" preserve="all" />
@@ -164,6 +176,7 @@
     <type fullname="UnityEngine.AssetBundleRequest" preserve="all" />
   </assembly>
   <assembly fullname="UnityEngine.AudioModule">
+    <type fullname="UnityEngine.AudioClip" preserve="all" />
     <type fullname="UnityEngine.AudioSource" preserve="all" />
   </assembly>
   <assembly fullname="UnityEngine.CoreModule">
@@ -259,6 +272,7 @@
     <type fullname="UnityEngine.Scripting.PreserveAttribute" preserve="all" />
     <type fullname="UnityEngine.SerializeField" preserve="all" />
     <type fullname="UnityEngine.Shader" preserve="all" />
+    <type fullname="UnityEngine.SkinnedMeshRenderer" preserve="all" />
     <type fullname="UnityEngine.Space" preserve="all" />
     <type fullname="UnityEngine.SpaceAttribute" preserve="all" />
     <type fullname="UnityEngine.Sprite" preserve="all" />
@@ -317,6 +331,10 @@
   <assembly fullname="UnityEngine.UI">
     <type fullname="UnityEngine.EventSystems.BaseEventData" preserve="all" />
     <type fullname="UnityEngine.EventSystems.EventSystem" preserve="all" />
+    <type fullname="UnityEngine.EventSystems.EventTrigger" preserve="all" />
+    <type fullname="UnityEngine.EventSystems.EventTrigger/Entry" preserve="all" />
+    <type fullname="UnityEngine.EventSystems.EventTrigger/TriggerEvent" preserve="all" />
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