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添加医疗 obe 水族馆 教育-电磁场 教育-铝热 党建

“hujiajun” 1 year ago
parent
commit
b1542cdf0b
100 changed files with 4689 additions and 18 deletions
  1. 6 3
      Assets/3D/Materials/T_Medaka_Dif.mat
  2. 17 3
      Assets/HotUpdate/CalMap.cs
  3. 14 3
      Assets/HotUpdate/IUpOrDownloadService.cs
  4. 1 1
      Assets/HotUpdate/MRClass.meta
  5. 1 1
      Assets/HotUpdate/MRClass/Core.meta
  6. 1 1
      Assets/HotUpdate/MRClass/Core/UI.meta
  7. 8 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI.meta
  8. 8 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics.meta
  9. 8 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline.meta
  10. 251 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/CStaticMethod.cs
  11. 11 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/CStaticMethod.cs.meta
  12. 246 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/TimelinePlayable.cs
  13. 11 0
      Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/TimelinePlayable.cs.meta
  14. 365 0
      Assets/HotUpdate/MRClass/TeacherSocketClass.cs
  15. 11 0
      Assets/HotUpdate/MRClass/TeacherSocketClass.cs.meta
  16. 2 1
      Assets/HotUpdate/ShowTipTime.cs
  17. 8 0
      Assets/HotUpdate/dangjian.meta
  18. 59 0
      Assets/HotUpdate/dangjian/DangJianManager.cs
  19. 11 0
      Assets/HotUpdate/dangjian/DangJianManager.cs.meta
  20. 8 0
      Assets/HotUpdate/yiliao.meta
  21. 53 0
      Assets/HotUpdate/yiliao/Saomiao.cs
  22. 11 0
      Assets/HotUpdate/yiliao/Saomiao.cs.meta
  23. 733 0
      Assets/HotUpdate/yiliao/Scenes_YiLiao.cs
  24. 11 0
      Assets/HotUpdate/yiliao/Scenes_YiLiao.cs.meta
  25. 8 0
      Assets/HybridCLRGenerate/link.xml
  26. 1 0
      Packages/manifest.json
  27. 7 0
      Packages/packages-lock.json
  28. 5 0
      ProjectSettings/GraphicsSettings.asset
  29. 4 4
      ProjectSettings/ProjectSettings.asset
  30. 5 1
      ProjectSettings/QualitySettings.asset
  31. 8 0
      ghbassets/DangJian/1.0.0.meta
  32. 8 0
      ghbassets/DangJian/1.0.0/DangJian.meta
  33. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D.meta
  34. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/AnimController.meta
  35. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/AnimController/DangJian.meta
  36. 72 0
      ghbassets/DangJian/1.0.0/DangJian/3D/AnimController/DangJian/xian-3-2.controller
  37. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/AnimController/DangJian/xian-3-2.controller.meta
  38. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Animation.meta
  39. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Animation/DangJian.meta
  40. 305 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Animation/DangJian/liuguang.anim
  41. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Animation/DangJian/liuguang.anim.meta
  42. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX.meta
  43. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor.meta
  44. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples.meta
  45. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community.meta
  46. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community/Dissolve Burn.meta
  47. 109 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community/Dissolve Burn/DissolveBurn.shader
  48. 9 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community/Dissolve Burn/DissolveBurn.shader.meta
  49. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community/Dissolve Burn/dissolve-guide.png
  50. 59 0
      ghbassets/DangJian/1.0.0/DangJian/3D/FX/AmplifyShaderEditor/Examples/Community/Dissolve Burn/dissolve-guide.png.meta
  51. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials.meta
  52. 85 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Bjkuang.mat
  53. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Bjkuang.mat.meta
  54. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian.meta
  55. 45 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/Custom_UI_Flow - sssss.mat
  56. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/Custom_UI_Flow - sssss.mat.meta
  57. 53 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/Custom_UI_Flow - ssssssss.mat
  58. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/Custom_UI_Flow - ssssssss.mat.meta
  59. 78 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 2.mat
  60. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 2.mat.meta
  61. 78 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 3.mat
  62. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 3.mat.meta
  63. 78 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 4.mat
  64. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/ToonStandard 4.mat.meta
  65. 201 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/gu.mat
  66. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/gu.mat.meta
  67. 79 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/liuguang-xian.mat
  68. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/liuguang-xian.mat.meta
  69. 85 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/red.mat
  70. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/DangJian/red.mat.meta
  71. 79 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Light_Beams_Yellow_Inner_mtl.mat
  72. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Light_Beams_Yellow_Inner_mtl.mat.meta
  73. 79 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Light_Beams_Yellow_Outer_mtl.mat
  74. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Light_Beams_Yellow_Outer_mtl.mat.meta
  75. 77 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Spotight_Body_mtl.mat
  76. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Spotight_Body_mtl.mat.meta
  77. 79 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Spotlight_Bulb_mtl.mat
  78. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/Spotlight_Bulb_mtl.mat.meta
  79. 77 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/mask.mat
  80. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Materials/mask.mat.meta
  81. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Prefab.meta
  82. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/Prefab/Spotlight_A_Anim3_Yellow.fbx
  83. 159 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Prefab/Spotlight_A_Anim3_Yellow.fbx.meta
  84. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader.meta
  85. 23 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/AlphaSelfIllum_LiveMusic.shader
  86. 5 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/AlphaSelfIllum_LiveMusic.shader.meta
  87. 147 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/PBRjg.shader
  88. 10 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/PBRjg.shader.meta
  89. 150 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/PBRjgs.shader
  90. 10 0
      ghbassets/DangJian/1.0.0/DangJian/3D/Shader/PBRjgs.shader.meta
  91. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models.meta
  92. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models/BoWuGuan.meta
  93. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/models/BoWuGuan/kuang_2-1.FBX
  94. 100 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models/BoWuGuan/kuang_2-1.FBX.meta
  95. 8 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian.meta
  96. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian/100nian.png
  97. 116 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian/100nian.png.meta
  98. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian/543r33.png
  99. 77 0
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian/543r33.png.meta
  100. BIN
      ghbassets/DangJian/1.0.0/DangJian/3D/models/DangJian/GUtwo.FBX

+ 6 - 3
Assets/3D/Materials/T_Medaka_Dif.mat

@@ -2,21 +2,22 @@
 %TAG !u! tag:unity3d.com,2011:
 --- !u!21 &2100000
 Material:
-  serializedVersion: 6
+  serializedVersion: 8
   m_ObjectHideFlags: 0
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
   m_Name: T_Medaka_Dif
   m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0}
-  m_ShaderKeywords: 
+  m_ValidKeywords: []
+  m_InvalidKeywords: []
   m_LightmapFlags: 0
   m_EnableInstancingVariants: 0
   m_DoubleSidedGI: 0
   m_CustomRenderQueue: -1
   stringTagMap: {}
   disabledShaderPasses:
-  - ALWAYS
+  - GRABPASS
   m_SavedProperties:
     serializedVersion: 3
     m_TexEnvs:
@@ -32,6 +33,7 @@ Material:
         m_Texture: {fileID: 2800000, guid: 03483c512d1318a409d5b5adbbbdbe29, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
+    m_Ints: []
     m_Floats:
     - _BlendOp: 0
     - _BumpScale: 1
@@ -61,3 +63,4 @@ Material:
     - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
     - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}
+  m_BuildTextureStacks: []

+ 17 - 3
Assets/HotUpdate/CalMap.cs

@@ -32,12 +32,26 @@ public class CalMap : MonoBehaviour
 
                 float rot = player.localEulerAngles.y-180;
                 var pos = new Vector3(GameManager.Instance.MinMapSize.x-Math.Abs(player.localPosition.x) / GameManager.Instance.MapSize.x * GameManager.Instance.MinMapSize.x, -Math.Abs(player.localPosition.z) / GameManager.Instance.MapSize.y * GameManager.Instance.MinMapSize.y, 0);
-      
-                if (player.localPosition.x < 0 || player.localPosition.y > 0)
+
+
+                if (pos.x < 0 )
                 {
-                    return;
+                    pos.x = 0;
                 }
+                if(pos.x > GameManager.Instance.MinMapSize.x)
+                {
+                    pos.x = GameManager.Instance.MinMapSize.x;
 
+                }
+                if (pos.y > 0)
+                {
+                    pos.y = 0;
+                }
+                if (pos.y < -GameManager.Instance.MinMapSize.y)
+                {
+                    pos.y = -GameManager.Instance.MinMapSize.y;
+
+                }
                 m_Map.ShowPlayer(pos, rot);
             }
         }

+ 14 - 3
Assets/HotUpdate/IUpOrDownloadService.cs

@@ -7,6 +7,7 @@ using System.Collections.Generic;
 using System.Text;
 using UnityEngine;
 using UnityEngine.Networking;
+using UnityEngine.UI;
 using XRTool.Util;
 
 public interface IUpOrDownloadService : IService
@@ -131,11 +132,16 @@ public class UpOrDownloadService : IUpOrDownloadService
             if (webRequest.result == UnityWebRequest.Result.ProtocolError || webRequest.result == UnityWebRequest.Result.ConnectionError)
             {
                 Debug.LogError(webRequest.downloadHandler.error);
-                Debug.LogError(webRequest.downloadHandler.text);
+                Debug.LogError(webRequest.downloadHandler.text);
+                /*
                 InstantiateCommand Command = new InstantiateCommand(
                     InstantiateSystem.Instance.BlueObject.WarningPopUp,
                     InstantiateSystem.Instance.BlueObject.NetErrorText);
-                CommandSystem.Instance.Send(Command);
+                CommandSystem.Instance.Send(Command);*/
+                ShowTipTime.Instance.gameObject.SetActive(true);
+                ShowTipTime.Instance.GetComponent<ShowTipTime>().TimeFloat = 3;
+                ShowTipTime.Instance.GetComponent<ShowTipTime>().t = 0;
+                ShowTipTime.Instance.GetComponentInChildren<Text>().text = "保存失败";
             }
             else
             {
@@ -155,10 +161,15 @@ public class UpOrDownloadService : IUpOrDownloadService
                         }
                     }
                 }
+                ShowTipTime.Instance.gameObject.SetActive(true);
+                ShowTipTime.Instance.GetComponent<ShowTipTime>().TimeFloat = 3;
+                ShowTipTime.Instance.GetComponent<ShowTipTime>().t = 0;
+                ShowTipTime.Instance.GetComponentInChildren<Text>().text = "保存成功";
+                /*
                 InstantiateCommand Command = new InstantiateCommand(
                     InstantiateSystem.Instance.BlueObject.WarningPopUp,
                     InstantiateSystem.Instance.BlueObject.SuccessText);
-                CommandSystem.Instance.Send(Command);
+                CommandSystem.Instance.Send(Command);*/
             }
         }
     }

+ 1 - 1
Assets/COSScripts.meta → Assets/HotUpdate/MRClass.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: c6d82a30651c67245bb6b10a5ed514fa
+guid: 69ba60f6c98873d4fa57f5fe5e82b271
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 1 - 1
Assets/Samples/OBE.meta → Assets/HotUpdate/MRClass/Core.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 11754ac4164344ba0a38404661882bfb
+guid: 94d64bf072addf14282ccac13cedab06
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 1 - 1
Assets/YiYanPackage.meta → Assets/HotUpdate/MRClass/Core/UI.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: eca438f11b825bc49862cba2395c9534
+guid: 604d6095707c0b04c9629ab58d45b193
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 8 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 97e064759eb3adc47b57defafa20fdaf
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 752d79ae40e79324b8e133e34cd28aa3
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c43095d2e3da18a4c8834374a7cf1f03
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 251 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/CStaticMethod.cs

@@ -0,0 +1,251 @@
+using UnityEngine;
+using System.Collections;
+using System;
+using System.Net.NetworkInformation;
+
+public class CStaticMethod
+{
+
+	/// <summary>获得系统经过的时间</summary>
+	/// <returns>int 毫秒</returns>
+	public static int SystemAfterTime()
+	{
+		return (int)(Time.realtimeSinceStartup * 1000);
+	}
+
+	/// <summary>帧时间</summary>
+	public static int SystemFrameTime()
+	{
+		return (int)(Time.deltaTime * 1000);
+	}
+
+	private static System.Random mRandomFloat = null;
+
+	/// <summary>获得一个0.0到1.0之间的随机数</summary>
+	public static float RandomFloat()
+	{
+		if(mRandomFloat==null)
+		{
+			mRandomFloat = new System.Random();
+		}
+
+		return (float)mRandomFloat.NextDouble();
+	}
+
+	/// <summary>随机一个指定区间的整数</summary>
+	public static int RandomNext(int nMin, int nMax)
+	{
+		if(mRandomFloat==null)
+		{
+			mRandomFloat = new System.Random();
+		}
+
+		return mRandomFloat.Next (nMin, nMax); 
+	}
+
+	/// <summary>格式化时间</summary>
+	public static string FormatTime(float secondValue)
+	{
+		int intSecond = Mathf.FloorToInt(secondValue);
+		//小时
+		int hour = Mathf.FloorToInt(secondValue / 60 / 60);
+		//分钟
+		int minute = Mathf.FloorToInt((secondValue - hour * 60) / 60);
+		//秒
+		int second = intSecond % 60;
+
+		System.Text.StringBuilder strBuf = new System.Text.StringBuilder();
+		if(hour!=0)
+		{
+			strBuf.Append(hour);
+			strBuf.Append(":");
+		}
+
+		if (minute == 0)
+		{
+			strBuf.Append("00");
+			strBuf.Append(":");
+		}
+		else if (minute < 10)
+		{
+			strBuf.Append("0");
+			strBuf.Append(minute);
+			strBuf.Append(":");
+		}
+		else
+		{
+			strBuf.Append(minute);
+			strBuf.Append(":");
+		}
+
+		if (second == 0)
+		{
+			strBuf.Append("00");
+		}
+		else if (second < 10)
+		{
+			strBuf.Append("0");
+			strBuf.Append(second);
+		}
+		else
+		{
+			strBuf.Append(second);
+		}
+
+		return strBuf.ToString();
+	}
+
+	/// <summary>格式化时间</summary>
+	public static string FormatShortTime(float secondValue)
+	{
+		int intSecond = Mathf.FloorToInt(secondValue);
+		//小时
+		int hour = Mathf.FloorToInt(secondValue / 60 / 60);
+		//分钟
+		int minute = Mathf.FloorToInt((secondValue - hour * 60) / 60);
+		//秒
+		int second = intSecond % 60;
+
+		System.Text.StringBuilder strBuf = new System.Text.StringBuilder ();
+		if (minute == 0)
+		{
+			strBuf.Append("00");
+			strBuf.Append(":");
+		}
+		else if (minute < 10)
+		{
+			strBuf.Append("0");
+			strBuf.Append(minute);
+			strBuf.Append(":");
+		}
+		else
+		{
+			strBuf.Append(minute);
+			strBuf.Append(":");
+		}
+
+		if (second == 0)
+		{
+			strBuf.Append("00");
+		}
+		else if (second < 10)
+		{
+			strBuf.Append("0");
+			strBuf.Append(second);
+		}
+		else
+		{
+			strBuf.Append(second);
+		}
+
+		return strBuf.ToString();
+	}
+
+	/// <summary>获得资源的名字</summary>
+	public static string GetAssetsName(UnityEngine.Object assetsObject, string prefixName)
+	{
+		System.Text.StringBuilder strBuf = new System.Text.StringBuilder ();
+		strBuf.Append (prefixName);
+		strBuf.Append (assetsObject.name);
+		return strBuf.ToString ();
+	}
+
+	/// <summary>是否为编辑器环境</summary>
+	public static bool IsEditor
+	{
+		get
+		{
+			#if UNITY_EDITOR || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX
+			return true;
+			#else
+			return true;
+			#endif
+		}
+	}
+
+	/// <summary>调试设备地址</summary>
+	public static void DebugDeviceMac()
+	{
+		NetworkInterface[] nis = NetworkInterface.GetAllNetworkInterfaces();
+		//for (int i = 0; i < nis.Length; i++)
+		//{
+		//	CDebug.Log("name = " + nis[i].Name);
+  //          CDebug.Log("des = " + nis[i].Description);
+  //          CDebug.Log("type = " + nis[i].NetworkInterfaceType.ToString());
+  //          CDebug.Log("mac = " + nis[i].GetPhysicalAddress().ToString());
+  //          CDebug.Log("---------------------------");
+		//}
+	}
+
+    public static string GetSubjectNameById(int value)
+    {
+        switch(value)
+        {
+            case 1: return "化学";
+            case 2: return "生物";
+            case 3: return "物理";
+
+            default:
+                return "未知课程";
+        }
+    }
+
+    public static int GetSelectIndexByAnswer(string value)
+    {
+        switch (value)
+        {
+            case "A": return 0;
+            case "B": return 1;
+            case "C": return 2;
+            case "D": return 3;
+            default:
+                return -1;
+        }
+    }
+
+    public static string FormatParagraph(string str, int count)
+    {
+        var paragraph = "";
+        for (int i = 0; i < str.Length; i++)
+        {
+            paragraph += str[i];
+            if (paragraph.Length % count == 0)
+            {
+                paragraph += "\n";//不需要换行就注掉
+            }
+        }
+        return paragraph;
+    }
+
+	public static string SerialId()
+    {
+        #if UNITY_EDITOR
+            return System.Net.NetworkInformation.NetworkInterface.GetAllNetworkInterfaces()[0].GetPhysicalAddress().ToString();
+        #elif UNITY_ANDROID
+            AndroidJavaClass jo = new AndroidJavaClass(className: "android.os.Build");
+            string serial = jo.GetStatic<string>(fieldName: "SERIAL");
+            return serial;
+		#elif UNITY_IPHONE
+			return "UNITY_IPHONE";
+        #endif
+    }
+
+    public static string DeviceType()
+    {
+#if UNITY_EDITOR
+        return "windows";
+#elif UNITY_ANDROID
+        return "android";
+#elif UNITY_IPHONE
+		return "ios";
+#else
+        return "default";
+#endif
+    }
+
+    public static int CurTimeStamp()
+    {
+        return (int)((System.DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000000);
+    }
+}
+

+ 11 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/CStaticMethod.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 762a804530a187746b1731c216023b48
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 246 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/TimelinePlayable.cs

@@ -0,0 +1,246 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Playables;
+
+public class TimelinePlayable : MonoBehaviour {
+
+    private PlayableDirector m_director = null;
+    private float time;
+    private float length;
+    private float curTime;
+    private Vector2 temp = Vector2.zero;
+    private bool is_play = false;
+    public List<PauseDate> mList = new List<PauseDate>();
+    private PauseDate curPauseData = null;
+    private int pausedataIndex = 0;
+    
+    private void Start()
+    {
+        if (m_director == null)
+        {
+            m_director = GetComponent<PlayableDirector>();
+            m_director.extrapolationMode = DirectorWrapMode.Hold;
+        }
+        //CDebug.Log("TimelinePlayable 注册同步监听");
+       // MessageCenterController.Instance.Register(GameEnum.MESSAGE_TONGBU_TIME_CLICK_PLAY_DATA, TongbuClick);
+        init();
+        InitPlayData();
+    }
+
+    void init()
+    {
+        m_director.Play();
+        is_play = true;
+        pausedataIndex = 0;
+        if (mList.Count > 0)
+        {
+            curPauseData = mList[pausedataIndex];
+        }
+    }
+
+    void Stop()
+    {
+        is_play = false;
+        pausedataIndex = 0;
+        if (mList.Count > 0)
+        {
+            curPauseData = mList[pausedataIndex];
+        }
+    }
+
+    private void OnDestroy()
+    {
+      //  MessageCenterController.Instance.UnRegister(GameEnum.MESSAGE_TONGBU_TIME_CLICK_PLAY_DATA, TongbuClick);
+    }
+
+    //临时参数 不可以提前覆盖 lastData
+    private ItemClickData tempData;
+    public void InitPlayableData(ItemClickData data)
+    {
+        tempData = data;
+    }
+
+    private void InitPlayData()
+    {
+        //CDebug.Log("初始化同步");
+        tempData = new ItemClickData();
+        TongbuClick(tempData);
+    }
+
+    private ItemClickData lastData;
+
+    private void TongbuClick(System.Object datas)
+    {
+        ItemClickData cur_data = datas as ItemClickData;
+        if(lastData != null)
+        {
+            if(cur_data.timeStamp < lastData.timeStamp)
+            {
+                //CDebug.Log("过期数据不做处理");
+                return;
+            }
+        }
+        lastData = cur_data;
+        switch ((TimeLineUIClickType) lastData.playType)
+        {
+            case TimeLineUIClickType.Play:
+                OnPlay((int) lastData.per);
+                break;
+            case TimeLineUIClickType.Pause:
+                OnPause((int)lastData.per);
+                break;
+            case TimeLineUIClickType.Replay:
+                OnReplay((int)lastData.per);
+                break;
+            case TimeLineUIClickType.Skip:
+                OnSkip(lastData.per);
+                break;
+            case TimeLineUIClickType.Jump:
+                OnJumpByIndex(lastData.index);
+                break;
+        }
+    }
+
+    private void OnPlay(int index)
+    {
+        FindPausedData((float)m_director.time + 0.1f);
+        //CDebug.Log("开始播放");
+        m_director.Play();
+        is_play = true;
+    }
+
+    private void OnJumpByIndex(int index)
+    {
+        if (mList.Count > 0)
+        {
+            m_director.time = mList[index].StartTime;
+            FindPausedData((float)m_director.time);
+        }
+        //CDebug.Log("开始播放");
+        m_director.Play();
+        is_play = true;
+    }
+
+    private void OnPause(float v)
+    {
+      //  CDebug.Log("暂停"  + this.lastData.per);
+        m_director.time = this.lastData.per;//补全时间差;
+        time = (float)m_director.time;
+        length = (float)m_director.duration;
+        temp.x = time;
+        temp.y = length;
+     //   MessageCenterController.Instance.Broadcast(GameEnum.MESSAGE_SEND_TIMELINE_DATA, temp);
+        m_director.Pause();
+        is_play = false;
+    }
+
+    private void OnReplay(float o)
+    {
+         //补全时间差;
+     //   CDebug.Log("重播" + "时间差"   + (CStaticMethod.CurTimeStamp() - lastData.timeStamp));
+        init();
+        m_director.time = m_director.initialTime + (CStaticMethod.CurTimeStamp() - lastData.timeStamp);
+        m_director.Play();
+        is_play = true;
+    }
+
+    private void OnSkip(float v)
+    {
+      //  CDebug.Log("快进");
+        //补全时间差;
+        m_director.time =  this.lastData.per  +(CStaticMethod.CurTimeStamp() - lastData.timeStamp);
+        if(m_director.time > m_director.duration)
+        {
+            m_director.time = m_director.duration;
+        }
+        FindPausedData((float)m_director.time);
+        m_director.Play();
+        is_play = true;
+    }
+
+    private void FindPausedData(float t)
+    {
+        for (int i = 0; i < mList.Count; i++)
+        {
+            if (t < mList[i].PauseTime)
+            {
+                pausedataIndex = i;
+                curPauseData = mList[i];
+                return;
+            }
+        }
+        curPauseData = null;
+    }
+
+    private void GetNextPauseData()
+    {
+        if (mList.Count > 0)
+        {
+            if (pausedataIndex + 1 < mList.Count)
+            {
+                pausedataIndex++;
+                curPauseData = mList[pausedataIndex];
+            }
+            else
+            {
+                curPauseData = null;
+            }
+        }
+    }
+
+    private void Update()
+    {
+        if (Input.GetKeyUp(KeyCode.Space))
+        {
+            OnPlay(0);
+        }
+        if (!is_play)
+            return;
+
+        time = (float)m_director.time;
+        length = (float)m_director.duration;
+        float s = Mathf.FloorToInt(time);
+        if (s != curTime)
+        {
+            temp.x = time;
+            temp.y = length;
+           // MessageCenterController.Instance.Broadcast(GameEnum.MESSAGE_SEND_TIMELINE_DATA, temp);
+            curTime = s;
+        }
+
+        if (mList.Count > 0)
+        {
+            if (curPauseData != null && time >= curPauseData.PauseTime && curPauseData.PauseTime != -1)
+            {
+                GetNextPauseData();
+                OnPause(0);
+            }
+        }
+
+        if (time >= length)
+        {
+            Stop();
+          //  MessageCenterController.Instance.Broadcast(GameEnum.MESSAGE_SEND_TIMELINE_CLICK_STOP_BTN);
+        }
+    }
+}
+
+[System.Serializable]
+public class PauseDate
+{
+
+    public float StartTime = 0.0f;
+    public float PauseTime = 0.0f;
+}
+
+public enum TimeLineUIClickType
+{
+    Play,//播放
+    Pause,//暂停
+    Replay,//重新开始
+    Skip,//快进
+    Stop,//停止
+    Jump,//大跳
+    Change,//换片
+}

+ 11 - 0
Assets/HotUpdate/MRClass/Core/UI/TimelineUI/Physics/Timeline/TimelinePlayable.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8d6bebac9c48b9543a57dc5c9755445c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 365 - 0
Assets/HotUpdate/MRClass/TeacherSocketClass.cs

@@ -0,0 +1,365 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+//课程的名字对应的ID
+public struct SubjectData
+{
+    public string subject_name;
+    public string id;
+}
+
+//课程的结构
+public struct CourseConfigData
+{
+    public string subject_id;
+    public string id;
+    public string desc;
+    public string course_name;
+    public string open_audio;//是否开启语音
+    public bool isFinish;//只有是已经做完的 才可以显示
+    public bool isLock;//锁有锁的进不去 但是看得见
+    public int sort_id;//排序优先级
+}
+
+public class StartConnectData
+{
+
+    public short user_type;//用户类型
+    public short school_id;//学校id
+    public string user_name;//名字
+    //public string device_id;//设备唯一编号
+}
+
+//房间列表信息
+public class RoomBackData
+{
+
+    public short user_type;//用户类型
+    public short school_id;//学校id
+    public string user_name;//名字
+}
+
+public class BrocastClass
+{
+
+    public short mType;//手柄射线是0 老师操作发给学生的 是1  学生
+}
+
+//位置信息
+public class MoveData
+{
+
+    public Vector3 pos;
+}
+
+//核心操作信息 这个里面尽量只处理和点击有关的
+public class OperateData
+{
+
+    public short index;//一个根据枚举类型来区别操作的
+    public short canshu;//第一个参数
+}
+
+//选择题的数据传输
+public class SelectData
+{
+
+    public short index;//题目编号
+    public short res;//ABCD 选项 -1表示没有选
+    public int costTime;//做题时间
+    public int timeStamp;
+}
+
+//游戏得分
+public class ScoreData
+{
+
+    public int score;//得分
+    public int costTime;//用时
+}
+
+
+public class TimeLineData
+{
+
+    public short data0;//
+    public short data1;//
+    public short data2;//
+}
+
+// item列表的点击参数较多 专门做一个类型
+public class ItemClickData
+{
+
+    //public int type;// 点击的Item类型 可以判断是点击了哪一类哪个控件的
+    public int firstId;//唯一的id
+    public int secondId;//二级id
+    public int thirdId;//三级级id
+    public int forthId;//四级级id
+    public float per;//播放的百分比 timeline 的进度  翻页的页数 电影的时长
+    public int index;//Jump 的索引 页数
+    public int playType;//播放的状态  TimeLineUIClickType 对应的这个
+    public int timeStamp;
+
+    public ItemClickData()
+    {
+        ResetTime();
+    }
+
+    public void ResetTime()
+    {
+        timeStamp = CStaticMethod.CurTimeStamp();
+    }
+}
+
+//房间的列表信息
+public class SocketRoomItemArrayData
+{
+
+    public short ct;//房间数量
+    public SocketOnlineRoomItemData[] datas;
+}
+
+//老师创建房间时候发送的房间信息
+public class SocketRoomItemData
+{
+
+    public int owner_id;//房主的ID
+    public string owner_name;//老师的名字
+    public string course_name;//自定义的房间名字
+    public short subject_id;//创建的课程类别
+    public short course_id;//课程的编号
+    public bool is_public;//是否是公开课
+}
+
+//老师创建房间时候同步的房间信息
+public class SocketOnlineRoomItemData
+{
+
+    public int owner_id;//房主的ID
+    public string owner_name;//老师的名字
+    public string course_name;//自定义的房间名字
+    public short subject_id;//创建的课程类别
+    public short course_id;//课程的编号
+    public short room_id;//房间号码
+    public short onlineCt;//在线人数
+    public bool is_public;//是否是公开课
+
+    public string AudioRoomName
+    {
+        get {
+            return "jiaoyu_" + course_name.Replace("\0", "") + "_"+ room_id ;
+        }
+    }
+}
+
+//刚登陆时候返回去的默认的或者当前的房间号
+public class CurRoomData
+{
+
+    public short room_id;//房间号码
+}
+
+public class DeleteRoomData
+{
+
+    public short room_id;//房间号码
+}
+
+//发送的用户进入或者退出房间的消息
+public class UserEnterData
+{
+
+    public short room_id;//房间号码
+    public bool is_enter;// true 表示进入 false表示退出
+}
+
+//发送的用户进入或者退出房间的消息
+public class UserEnterBackData
+{
+
+    public short user_type;//用户类型
+    public string user_name;//学生的名字
+    public bool is_enter;// true 表示进入 false表示退出
+}
+
+public class StudentListBackData
+{
+
+    public short ct;
+    public UserData[] data;
+}
+
+public class UserData
+{
+
+    public int user_id;
+    public short user_type;//用户类型
+    public string user_name;//用户的名字
+}
+
+public class UserReport
+{
+
+    //这里不存名字
+    public string user_id;
+    public string report_id;//题目id
+    public int report_type;//题目的类型  0 表示选择题 1表示是走进度的 -1表示是游戏得分
+    public float value = -1;//具体的值  -1 表示没有成绩
+    public int costTime;//做题时间
+    public int timeStamp;//提交答案的时间点
+
+    public enum ReportType
+    {
+        Default,//默认没有状态
+        Slider,//百分比
+        Score,//计分游戏
+    }
+}
+
+// 1013
+public class RoomOnlineData
+{
+
+    public short room_id;//房间号码
+    public short online_ct;//在线人数
+}
+
+//切换房主
+public class ChangeOwner
+{
+
+    public int owner_id;//房主的ID
+    public short room_id;//房间号码
+    //public string owner_name;//老师的名字
+}
+
+
+public class RefreshData
+{
+
+    public int pannelType;//当前面板的索引
+    public int pageIndex;//当前的页数
+    public int timelineMode;//TimeLine 的播放状态  暂停  开始 
+    public int chapterIndex;// 章节索引
+    public int btnIndex;//当前章节Timeline的索引
+    public int mrMode;//MR 的开启状态
+}
+
+public class VoiceChatPacket
+{
+
+    public int Length;
+    public int Compression;
+    public byte[] Data;
+}
+
+public class AnswerData
+{
+
+    public short id;//当前答案的id
+    public bool isOpen;//打开还是关闭
+}
+
+public class DrawData
+{
+
+    public int mType;// 开始 结束 正在画
+    public float color_r;//颜色值预留
+    public float color_b;//颜色值预留
+    public float color_g;//颜色值预留
+    public float color_a;//颜色值预留
+    public float size;//画笔的尺寸
+    public Vector3 point;//坐标点
+
+    public Color GetColor()
+    {
+        return new Color(color_r, color_b, color_g, color_a);
+    }
+
+    public void SetColor(Color color)
+    {
+        color_r = color.a;
+        color_b = color.b;
+        color_g = color.g;
+        color_a = color.a;
+    }
+
+    public DrawDataType CurType
+    {
+        get { return (DrawDataType)mType; }
+    }
+
+    public void ChangeType(DrawDataType v)
+    {
+        mType = (int)v;
+    }
+
+    public enum DrawDataType
+    {
+        Default,//默认没有状态
+        Ready,//进入画画模式 监听到再次点击就是画线
+        Select,//选择颜色
+        Start,//开始画 上一部是Ready
+        Pasue,//暂停
+        End,//结束
+        CleanLast,//撤销上一步
+        CleanALL,//撤销所有
+        Exit,//退出画画模式
+    }
+}
+
+//房间的语音信息
+public class AudioData
+{
+
+    public string roomName;//房间名字
+    public string roomId;//语音的房间号
+    public bool isOpen;//语音是否开启
+    public string StrInfo()
+    {
+        return roomName + "_" + roomId;
+    }
+}
+
+public class TestData
+{
+
+    public int testA;
+    public string testStr;
+    public short testShourt;
+    public bool boolTest;
+    
+}
+
+public class MRData
+{
+
+    public string mrName;
+    public int test;// 1 开始 2 结束
+    public int score;//当前得分
+    public int timeStamp;//时间
+}
+
+public enum MRGameMode
+{
+    Enter,// 默认进入
+    Refresh,//刷新分数
+    Exit,//退出
+}
+
+public class SocketCoreData
+{
+
+    public short ct;//数据的数量
+    public SocketClassData[] classes;
+    public System.Object[] datas;
+}
+
+public class SocketClassData
+{
+
+    public string DataClassName;//参数自定义类名
+}
+

+ 11 - 0
Assets/HotUpdate/MRClass/TeacherSocketClass.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e9bd1b151dbc2d947bfb053ab2bad373
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 1
Assets/HotUpdate/ShowTipTime.cs

@@ -4,11 +4,12 @@ using UnityEngine;
 
 public class ShowTipTime : MonoBehaviour
 {
+    public static ShowTipTime Instance;
     public float TimeFloat = 10;
     // Start is called before the first frame update
     void Start()
     {
-        
+        Instance = this;
     }
 
     private void OnEnable()

+ 8 - 0
Assets/HotUpdate/dangjian.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 99e63231c5c8e4b139a2966a40b59e2b
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 59 - 0
Assets/HotUpdate/dangjian/DangJianManager.cs

@@ -0,0 +1,59 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class DangJianManager : MonoBehaviour
+{
+    public List<GameObject> oldList;
+    public List<GameObject> newList;
+    public List<GameObject> sound;
+    private void Start()
+    {
+
+
+        for (int i = 0; i < oldList.Count; i++)
+        {
+            oldList[i].SetActive(true);
+            newList[i].SetActive(false);
+            sound[i].SetActive(false);
+        }
+    }
+
+    public void show(int index)
+    {
+
+        for (int i = 0; i < oldList.Count; i++)
+        {
+            if (index == i)
+            {
+                oldList[i].SetActive(false);
+                newList[i].SetActive(true);
+                sound[i].SetActive(true);
+
+            }
+            else
+            {
+                oldList[i].SetActive(true);
+                newList[i].SetActive(false);
+                sound[i].SetActive(false);
+
+            }
+        }
+    }
+
+    public void hide(int index)
+    {
+        /*
+        for (int i = 0; i < oldList.Count; i++)
+        {
+            if (index == i)
+            {
+                oldList[i].SetActive(true);
+                newList[i].SetActive(false);
+                sound[i].SetActive(false);
+
+            }
+        }*/
+    }
+
+}

+ 11 - 0
Assets/HotUpdate/dangjian/DangJianManager.cs.meta

@@ -0,0 +1,11 @@
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+guid: ccaee4b38885cf04296f332327212f2f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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+ 8 - 0
Assets/HotUpdate/yiliao.meta

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+  userData: 
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+ 53 - 0
Assets/HotUpdate/yiliao/Saomiao.cs

@@ -0,0 +1,53 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using SC.XR.Unity;
+
+public class Saomiao : MonoBehaviour
+{
+    public SCSlider3D Slider;
+    public BoxCollider Collider;
+    public BoxCollider TrackCollider;
+    public GameObject JiRou;
+
+    public void OnClick()
+    {
+        StartCoroutine(PlayAni());
+        JiRou.SetActive(true);
+    }
+
+    IEnumerator PlayAni()
+    {
+        Collider.enabled = false;
+        TrackCollider.enabled = false;
+        float i = 0;
+        bool isrun = true;
+        while (true)
+        {
+            yield return new WaitForSeconds(0.005f);
+            if (isrun)
+            {
+                i += 0.002f;
+                if (i >= 1)
+                {
+                    i = 1;
+                    isrun = false;
+                }
+                Slider.value = i;
+            }
+            else
+            {
+                i -= 0.002f;
+                if (i <= 0)
+                {
+                    Slider.value = 0;
+                    Collider.enabled = true;
+                    TrackCollider.enabled = true;
+                    yield break;
+                }
+                Slider.value = i;
+            }
+
+        }
+    }
+}

+ 11 - 0
Assets/HotUpdate/yiliao/Saomiao.cs.meta

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+  serializedVersion: 2
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+ 733 - 0
Assets/HotUpdate/yiliao/Scenes_YiLiao.cs

@@ -0,0 +1,733 @@
+using CCS.App;
+using DG.Tweening;
+using SC.XR.Unity;
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.Timers;
+using TMPro;
+using UnityEngine;
+
+public class Scenes_YiLiao : MonoBehaviour
+{
+    // Start is called before the first frame update
+
+    public string SeverString;
+    public GameObject bodyRol;
+    public GameObject muscle;
+
+    /// <summary>
+    /// 初始效果出现隐藏变量
+    /// </summary>
+    public MeshRenderer startRentiRenderer;
+    private float initStartRentiRendererFloat;
+    private float maxStartRentiRendererFloat;
+    private float minStartRentiRendererFloat;
+    private bool _isStartShow;
+    public GameObject[] topTextsList;
+    public GameObject[] topSlidesList;
+    private float initTopTxtsTxtColorA;
+    private float maxTopTxtsTxtColorA;
+    private float minTopTxtsTxtColorA;
+    private float inittopSlidesColorRGB;
+    private float maxtopSlidesColorRGB;
+    private float mintopSlidesColorRGB;
+
+    /// <summary>
+    /// 头部变量
+    /// </summary>
+    public MeshRenderer babyTopRenderer;
+    public SCSlider3D babyTopSlider;
+
+    //头部滑块变量
+    public MeshRenderer babyTopSaoMaoFXRenderer;
+    private Color initBabyTopSaoMaoFXRendererColor;
+    private Animator anim_babyTopSaoMaoFX;
+    private bool isbabyTopSaoMaoFXShowOrHeid;
+    private bool IsOneOpenBabyTopSaoMaoFXShowOrHeid;
+
+    /// <summary>
+    /// 身体躯干变量
+    /// </summary>
+    public MeshRenderer babyTrunkRenderer;
+    public SCSlider3D babyTrunkSlider;
+   
+
+
+
+    //头部ct变量
+    public MeshRenderer ct1Renderer;
+
+
+    private float initBabyTrunRongjie;
+    private float MaxBabyTrunRongjie;
+    private float minBabyTrunRongjie;
+    private bool isUserDownBabyTrunkSlider;
+
+    public GameObject[] babyTrunkGamesUIList;
+
+    private FunctionInfo _headFunction;
+    private FunctionInfo _bodyFunction;
+    private float _waitTime = 3;
+
+    public bool IsStartShow
+    {
+        set
+        {
+            _isStartShow = value;
+            StartCoroutine(Ro3Show(_isStartShow));
+            if (value)
+            {
+
+            }
+            else
+            {
+               // ShowOrHeidBbabyTrunkUI(-1, babyTrunkGamesUIList, "r1");
+                babyTopSlider.value = _headFunction == null ? 0 : _headFunction.defaultValue / 1.0f;
+                babyTrunkSlider.value = _bodyFunction == null ? 0 : _bodyFunction.defaultValue / 1.0f;
+
+                //scannerSlider.value=
+
+                babyTopRenderer.material.SetFloat("_Ani", 0);
+            }
+        }
+    }
+    #region 新的整体滑动条逻辑
+    /// <summary>
+    /// 新的整体滑动条
+    /// </summary>
+    public SCSlider3D scannerSlider;
+    public GameObject hintHandGo; //小手
+    public float fixedpoint_startvalue;//固定的头和身体的中间值开始变量
+    public float fixedpoint_endvalue;//固定的头和身体的中间值结束变量
+
+    private float now_value; //当前value
+    private float top_value; //滑到头部时value
+    private float baby_value;//滑到身体时的value
+    public GameObject RayLiget;
+
+
+    /// <summary>
+    /// 扫描仪拖动事件
+    /// </summary>
+    public void ScannerSliderValueChaged()
+    {
+        now_value = scannerSlider.value;
+
+        Debug.Log("ScannerSliderValueChaged====>"+ now_value);
+        if (now_value <= fixedpoint_startvalue)
+        {
+            isTop = true;
+            babyTrunkGamesUIList[0].SetActive(false);
+            babyTrunkRenderer.material.SetFloat("_rongjie", 1);
+            top_value = now_value / fixedpoint_startvalue;
+
+            Debug.Log("ScannerSliderValueChaged==top_value==>" + top_value);
+            babyTopRenderer.material.SetFloat("_Ani", top_value);
+            ct1Renderer.material.SetFloat("_Ani", top_value);
+        }
+        else if(now_value >= fixedpoint_endvalue)
+        {
+            isTop = false;
+            babyTrunkGamesUIList[0].SetActive(true);
+
+            baby_value = (now_value- fixedpoint_endvalue) / (1 - fixedpoint_endvalue);
+
+            if(baby_value>=1)
+            { 
+                baby_value = 1;
+            }
+
+            babyTrunkRenderer.material.SetFloat("_rongjie", 0);
+            Debug.Log("ScannerSliderValueChaged==baby_value==>" + baby_value);
+            babyTrunkRenderer.material.SetFloat("_Ani", baby_value);
+            if (baby_value <= 0.1f)
+            {
+                ShowOrHeidBbabyTrunkUI(0, babyTrunkGamesUIList, "r4");
+            }
+            else if (baby_value >= 0.1f && baby_value < 0.3f)
+            {
+                ShowOrHeidBbabyTrunkUI(1, babyTrunkGamesUIList, "r3");
+            }
+            else if (baby_value >= 0.3f && baby_value < 0.5f)
+            {
+                ShowOrHeidBbabyTrunkUI(2, babyTrunkGamesUIList, "r2");
+            }
+            else if (baby_value >= 0.5f && baby_value < 1f)
+            {
+                ShowOrHeidBbabyTrunkUI(3, babyTrunkGamesUIList, "r1");
+            }
+
+        }
+        
+        
+    }
+
+    public bool isTop = true;  //是否扫描的头部
+    /// <summary>
+    /// 进入或者滑出滑动条进行的操作
+    /// </summary>
+    /// <param name="str"></param>
+    public void Show_ScannerSliderFX(string str)
+    {
+        
+        if (str == "Down")
+        {
+            RayLiget.SetActive(true);
+            if (isTop)
+            {
+                babyTopSaoMaoFXRenderer.gameObject.SetActive(true);
+                anim_babyTopSaoMaoFX.Play("startSaoMiao");
+            //    SendTopFenctionInfo2S(top_value);
+            }
+            else
+            {
+                
+                isUserDownBabyTrunkSlider = true;
+             //   SendBabyFenctionInfo2S(baby_value);
+            }
+            muscle.SetActive(true);
+
+        }
+         if (str == "Up")
+        {
+
+            RayLiget.SetActive(false);
+            if (isTop)
+            {
+                anim_babyTopSaoMaoFX.Play("retrunSaoMiao");
+           //     SendTopFenctionInfo2S(top_value);
+            }
+            else
+            {
+                isUserDownBabyTrunkSlider = false;
+              //  SendBabyFenctionInfo2S(baby_value);
+            }
+        }
+        ShowOrHeidTextsColorA("ChangeTextMeshPro", topTextsList, initTopTxtsTxtColorA, true);
+    }
+
+    /// <summary>
+    /// 焦点进入事件
+    /// </summary>
+    public void PointEnterEvent()
+    {
+        Debug.Log("PointEnterEvent");
+        hintHandGo.SetActive(true);
+    }
+    /// <summary>
+    /// 焦点移出事件
+    /// </summary>
+    public void PointExitEvent()
+    {
+        Debug.Log("PointExitEvent");
+
+        hintHandGo.SetActive(false);
+
+    }
+    /// <summary>
+    /// 发送头当前数据给中控
+    /// </summary>
+    /// <param name="value">当前value</param>
+    private void SendTopFenctionInfo2S(float value)
+    {
+      //  _headFunction.functionValues[0].value = (int)(value * 100);
+      //  GameManager.Instance.SendFunctionInfo2S(_headFunction);
+    }
+    /// <summary>
+    /// 发送身体当前数据给中控
+    /// </summary>
+    /// <param name="value">当前value</param>
+    private void SendBabyFenctionInfo2S(float value)
+    {
+       // _bodyFunction.functionValues[0].value = (int)(value * 100);
+       // GameManager.Instance.SendFunctionInfo2S(_bodyFunction);
+    }
+    /// <summary>
+    /// 获取头或者身体当前滑动条的值
+    /// </summary>
+    /// <param name="value">中控发送的值</param>
+    /// <param name="type">0 为头部, 1为身体</param>
+    /// <returns>换算后的滑动条值</returns>
+    private float  ConvertsTheurrentSliderPosition(float value,int type)
+    {
+        if (type == 0)//扫描的头部
+        {
+            return (value * fixedpoint_startvalue);
+        }
+        else if (type == 1) //扫描的身体
+        {
+            return (value * (1 - fixedpoint_endvalue)+ fixedpoint_endvalue);
+        }
+        return 0;
+    }
+
+
+    #endregion
+    private void Awake()
+    {
+      //  GameManager.Instance.functionChangleAction += MedicalFunctionChangleHandler;
+      //  _headFunction = AppManager.Instance.functionInfos.FirstOrDefault(f => f.moduleID == 2 && f.functionID == 3);
+      //  _bodyFunction = AppManager.Instance.functionInfos.FirstOrDefault(f => f.moduleID == 2 && f.functionID == 4);
+    }
+    private void OnDestroy()
+    {
+      //  GameManager.Instance.functionChangleAction -= MedicalFunctionChangleHandler;
+    }
+
+    private void MedicalFunctionChangleHandler(int moduleID, int functionID, FunctionType functionType, List<FunctionValue> functionValues)
+    {
+        //当前是医疗
+        if (moduleID == 2 && functionID == 1 && functionType == FunctionType.Switch)
+        {
+            switch ((FunctionState)functionValues[0].value)
+            {
+                case FunctionState.None:
+                    break;
+                case FunctionState.Open:
+                    StartOrOpenRenTiObj(true);
+                    break;
+                case FunctionState.Close:
+                    StartOrOpenRenTiObj(false);
+                    break;
+                case FunctionState.Wait:
+                    break;
+                default:
+                    break;
+            }
+        }
+        else if (moduleID == 2 && functionID == 3 && functionType == FunctionType.RangeValue)
+        {
+            babyTopSlider.value = functionValues[0].value / 100.0f;
+
+            //metoo
+;           scannerSlider.value = ConvertsTheurrentSliderPosition(functionValues[0].value / 100.0f,0);
+        }
+        else if (moduleID == 2 && functionID == 4 && functionType == FunctionType.RangeValue)
+        {
+            if (!muscle.activeSelf)
+            {
+                muscle.SetActive(true);
+                isUserDownBabyTrunkSlider = true;
+            }
+            babyTrunkSlider.value = functionValues[0].value / 100.0f;
+            //metoo
+            scannerSlider.value = ConvertsTheurrentSliderPosition(functionValues[0].value / 100.0f, 1);
+            ScannerSliderValueChaged();
+
+
+
+            BabyTrunkSliderValueChaged();
+            _waitTime = 0;
+        }
+    }
+
+    void Start()
+    {
+        Init();
+        StartOrOpenRenTiObj(true);
+        StartCoroutine(DeleEffectsTrue());
+    }
+    IEnumerator DeleEffectsTrue()
+    {
+        yield return new WaitForSeconds(0.1f);
+       // GameManager.Instance.LoadingGameObj(false);
+    }
+
+    WaitForEndOfFrame wfs = new WaitForEndOfFrame();
+    IEnumerator Ro3Show(bool isShow)
+    {
+        startRentiRenderer.gameObject.SetActive(true);
+        if (isShow)
+        {
+            bodyRol.SetActive(true);
+        }
+        startRentiRenderer.material.SetFloat("_Float1", isShow ? maxStartRentiRendererFloat : minStartRentiRendererFloat);
+        bool isStart = true;
+        while (isStart)
+        {
+            yield return wfs;
+            if (isShow)
+            {
+                if (initStartRentiRendererFloat < minStartRentiRendererFloat)
+                {
+                    isStart = false;
+                }
+            }
+            else
+            {
+                if (initStartRentiRendererFloat > maxStartRentiRendererFloat)
+                {
+                    isStart = false;
+                    bodyRol.SetActive(false);
+                }
+            }
+        }
+        startRentiRenderer.gameObject.SetActive(false);
+    }
+
+    private void Init()
+    {
+        InitStartBabyAll();
+        InitBabyTop();
+        InitBabyTrunk();
+    }
+
+    /// <summary>
+    /// 整体效果初始化
+    /// </summary>
+    private void InitStartBabyAll()
+    {
+        muscle.SetActive(false);
+        initStartRentiRendererFloat = 1.2f;
+        maxStartRentiRendererFloat = initStartRentiRendererFloat;
+        minStartRentiRendererFloat = 0;
+        startRentiRenderer.material.SetFloat("_Float1", initStartRentiRendererFloat);
+        IsStartShow = false;
+        initTopTxtsTxtColorA = 0;
+        maxTopTxtsTxtColorA = 1;
+        minTopTxtsTxtColorA = initTopTxtsTxtColorA;
+        inittopSlidesColorRGB = 0;
+        maxtopSlidesColorRGB = 1;
+        mintopSlidesColorRGB = inittopSlidesColorRGB;
+
+    }
+
+    /// <summary>
+    /// 脑部初始
+    /// </summary>
+    private void InitBabyTop()
+    {
+        babyTopRenderer.material.SetFloat("_Ani", 0);
+        ct1Renderer.material.SetFloat("_Ani", 0);
+        anim_babyTopSaoMaoFX = babyTopSaoMaoFXRenderer.gameObject.GetComponent<Animator>();
+        initBabyTopSaoMaoFXRendererColor = new Color(0, 0, 0);
+        babyTopSaoMaoFXRenderer.material.SetColor("_yanse", initBabyTopSaoMaoFXRendererColor);
+        babyTopSaoMaoFXRenderer.material.SetColor("_node_2070", initBabyTopSaoMaoFXRendererColor);
+        babyTopSaoMaoFXRenderer.material.SetColor("_node_3228", initBabyTopSaoMaoFXRendererColor);
+        babyTopSaoMaoFXRenderer.gameObject.SetActive(false);
+        IsOneOpenBabyTopSaoMaoFXShowOrHeid = true;
+    }
+
+
+
+    private void InitBabyTrunk()
+    {
+        babyTrunkRenderer.material.SetFloat("_Ani", 0);
+        initBabyTrunRongjie = 1;
+        MaxBabyTrunRongjie = 1;
+        minBabyTrunRongjie = 0;
+        babyTrunkRenderer.material.SetFloat("_rongjie", 1);
+        isUserDownBabyTrunkSlider = false;
+    }
+
+    /// <summary>
+    /// 滑动头部滑块
+    /// </summary>
+
+    public void BabyTopSliderValueChaged()
+    {
+        babyTopRenderer.material.SetFloat("_Ani", babyTopSlider.value);
+        ct1Renderer.material.SetFloat("_Ani", babyTopSlider.value);
+    }
+
+    /// <summary>
+    /// 滑动身体滑块
+    /// </summary>
+    public void BabyTrunkSliderValueChaged()
+    {
+        babyTrunkRenderer.material.SetFloat("_Ani", babyTrunkSlider.value);
+      //  Debug.Log(babyTrunkSlider.value + "=>babyTrunkSlider.value");
+        if (babyTrunkSlider.value <= 0.1f)
+        {
+            ShowOrHeidBbabyTrunkUI(0, babyTrunkGamesUIList, "r4");
+        }
+        else if (babyTrunkSlider.value >= 0.1f && babyTrunkSlider.value < 0.3f)
+        {
+            ShowOrHeidBbabyTrunkUI(1, babyTrunkGamesUIList, "r3");
+        }
+        else if (babyTrunkSlider.value >= 0.3f && babyTrunkSlider.value < 0.5f)
+        {
+            ShowOrHeidBbabyTrunkUI(2, babyTrunkGamesUIList, "r2");
+        }
+        else if (babyTrunkSlider.value >= 0.5f && babyTrunkSlider.value < 1f)
+        {
+            ShowOrHeidBbabyTrunkUI(3, babyTrunkGamesUIList, "r1");
+        }
+
+    }
+
+
+    // Update is called once per frame
+    void Update()
+    {
+        if (_waitTime <= 2)
+        {
+            _waitTime += Time.deltaTime;
+            if (_waitTime > 2)
+            {
+                isUserDownBabyTrunkSlider = false;
+            }
+        }
+        //根据bool 显示或关闭 整体模型
+        if (_isStartShow)
+        {
+          //  Debug.Log("++++++++++++++++++++++++++++++++++");
+            if (initStartRentiRendererFloat >= minStartRentiRendererFloat)
+            {
+         
+                initStartRentiRendererFloat -= Time.deltaTime * 0.3f;
+                startRentiRenderer.material.SetFloat("_Float1", initStartRentiRendererFloat);
+            }
+            //if (initTopTxtsTxtColorA <= maxTopTxtsTxtColorA)
+            //{
+            //    Debug.Log("22222222222222222222222222");
+            //    initTopTxtsTxtColorA += Time.deltaTime * 0.3f;
+            //    ShowOrHeidTextsColorA("ChangeTextMeshPro", topTextsList, initTopTxtsTxtColorA, false);
+
+            //}
+            //if (inittopSlidesColorRGB <= maxtopSlidesColorRGB)
+            //{
+            //    Debug.Log("111111111111111111111111111111111");
+            //    inittopSlidesColorRGB += Time.deltaTime * 0.3f;
+            //    ShowOrHeidTextsColorA("ChangeMeshRenderer", topSlidesList, inittopSlidesColorRGB, true);
+            //}
+
+
+            if (isUserDownBabyTrunkSlider)
+            {
+                if (initBabyTrunRongjie >= minBabyTrunRongjie)
+                {
+
+                    initBabyTrunRongjie -= Time.deltaTime * 1f;
+             
+                    babyTrunkRenderer.material.SetFloat("_rongjie", initBabyTrunRongjie);
+                }
+
+            }
+            //else
+            //{
+            //    if (initBabyTrunRongjie <= MaxBabyTrunRongjie)
+            //    {
+            //        Debug.Log("444444444444444444444444");
+            //        initBabyTrunRongjie += Time.deltaTime * 0.04f;
+            //        babyTrunkRenderer.material.SetFloat("_rongjie", initBabyTrunRongjie);
+            //    }
+            //    else
+            //    {
+            
+            //        muscle.SetActive(false);
+            //    }
+            //}
+
+        }
+        //else
+        //{
+        //   // Debug.Log("-----------------------------------");
+        //    if (initStartRentiRendererFloat <= maxStartRentiRendererFloat)
+        //    {
+      
+        //        initStartRentiRendererFloat += Time.deltaTime * 0.3f;
+        //        startRentiRenderer.material.SetFloat("_Float1", initStartRentiRendererFloat);
+        //    }
+
+        //    if (initTopTxtsTxtColorA >= minTopTxtsTxtColorA)
+        //    {
+    
+        //        initTopTxtsTxtColorA -= Time.deltaTime * 0.3f;
+        //        ShowOrHeidTextsColorA("ChangeTextMeshPro", topTextsList, initTopTxtsTxtColorA, false);
+        //    }
+        //    if (inittopSlidesColorRGB >= mintopSlidesColorRGB)
+        //    {
+     
+        //        inittopSlidesColorRGB -= Time.deltaTime * 0.3f;
+        //        ShowOrHeidTextsColorA("ChangeMeshRenderer", topSlidesList, inittopSlidesColorRGB, false);
+        //    }
+        //    if (initBabyTrunRongjie <= MaxBabyTrunRongjie)
+        //    {
+    
+        //        initBabyTrunRongjie += Time.deltaTime * 0.3f;
+        //        babyTrunkRenderer.material.SetFloat("_rongjie", initBabyTrunRongjie);
+        //    }
+        //}
+
+#if UNITY_EDITOR 
+
+        if (Input.GetKey(KeyCode.J))
+        {
+            StartOrOpenRenTiObj(true);
+
+        }
+        else if (Input.GetKey(KeyCode.K))
+        {
+            StartOrOpenRenTiObj(false);
+        }
+
+#endif
+    }
+
+    public void ShowOrHeidTextsColorA(string str, GameObject[] games, float colorA, bool isOpenBoxCollider)
+    {
+
+        if (str == "ChangeTextMeshPro")
+        {
+            if (isOpenBoxCollider)//这里用关闭 “手势捏住下方滑块滑动条”
+            {
+                games[1].GetComponent<TextMeshPro>().color = new Color(1, 1, 1, 0);
+            }
+            else
+            {
+                for (int i = 0; i < games.Length; i++)
+                {
+                    games[i].GetComponent<TextMeshPro>().color = new Color(1, 1, 1, colorA);
+                }
+            }
+        }
+        else if (str == "ChangeMeshRenderer")
+        {
+            for (int i = 0; i < games.Length; i++)
+            {
+                games[i].GetComponent<BoxCollider>().enabled = isOpenBoxCollider;
+                games[i].GetComponent<MeshRenderer>().material.color = new Color(colorA, colorA, colorA);
+            }
+        }
+    }
+
+
+
+
+    /// <summary>
+    /// 开启或关闭人体
+    /// </summary>
+    /// <param name="isOpen"></param>
+    public void StartOrOpenRenTiObj(bool isOpen)
+    {
+        IsStartShow = isOpen;
+    }
+   
+    /// <summary>
+    /// 关闭或显示人体脑部特效
+    /// </summary>
+    /// <param name="isOpen"></param>
+    public void Show_BabyTopSaoMaoFX(string str)
+    {
+        if (str == "ShowBobyTopSaoMiaoFX")
+        {
+            babyTopSaoMaoFXRenderer.gameObject.SetActive(true);
+            anim_babyTopSaoMaoFX.Play("startSaoMiao");
+          
+        }
+        else if (str == "HeidBobyTopSaoMiaoFX")
+        {
+            anim_babyTopSaoMaoFX.Play("retrunSaoMiao");
+         
+        }
+        _headFunction.functionValues[0].value = (int)(babyTopSlider.value * 100);
+      //     GameManager.Instance.SendFunctionInfo2S(_headFunction);
+        ShowOrHeidTextsColorA("ChangeTextMeshPro", topTextsList, initTopTxtsTxtColorA, true);
+    }
+
+    /// <summary>
+    /// 关闭或现实人体躯干特效
+    /// </summary>
+    /// <param name="str"></param>
+    public void Show_BabyTrunkFX(string str)
+    {
+        if (str == "ShowBobyTrunkFX")
+        {
+            muscle.SetActive(true);
+            isUserDownBabyTrunkSlider = true;
+           
+        }
+        else if (str == "HeidBobyTrunkFX")
+        {
+            isUserDownBabyTrunkSlider = false;
+           
+        }
+  
+        _bodyFunction.functionValues[0].value = (int)(babyTrunkSlider.value * 100);
+      //  GameManager.Instance.SendFunctionInfo2S(_bodyFunction);
+      //  Debug.LogError(str + "=>str");
+        ShowOrHeidTextsColorA("ChangeTextMeshPro", topTextsList, initTopTxtsTxtColorA, true);
+    }
+
+   // int lastgamesNum=-1; 
+    private void ShowOrHeidBbabyTrunkUI(int index, GameObject[] games, string animName)
+    {
+     
+        if (index==-1)
+        {
+            return;
+        }
+      //  Debug.Log(index + "=>index");
+        for (int i = 0; i < games.Length; i++)
+        {
+            if (i != index)
+            {
+
+                // games[i].SetActive(true);
+            //    Debug.Log(i + "=>+++++back");
+                games[i].gameObject.GetComponent<Animator>().SetBool("Open", true);
+                games[i].gameObject.transform.localPosition = new Vector3(999f, 999f, 999f);
+
+
+            }
+            else
+            {
+             
+                switch (index)
+                {
+                    case 0:
+                        games[i].GetComponent<Animator>().SetBool("Open", false);
+                        games[0].gameObject.transform.localPosition = new Vector3(-0.0353f, 0.131f, 0.0618f);
+
+                        break;
+                    case 1:
+                        games[i].GetComponent<Animator>().SetBool("Open", false);
+                        //  games[1].gameObject.GetComponent<Animator>().Play(animName);
+                        games[1].gameObject.transform.localPosition = new Vector3(-0.0077f, 0.1765f, 0.06325f);
+                        break;
+
+                    case 2:
+                        games[i].GetComponent<Animator>().SetBool("Open", false);
+                        //   games[2].gameObject.GetComponent<Animator>().Play(animName);
+                        games[2].gameObject.transform.localPosition = new Vector3(-0.0124f, 0.2897f, 0.0449f);
+                        break;
+
+                    case 3:
+                        games[i].GetComponent<Animator>().SetBool("Open", false);
+                        // games[3].gameObject.GetComponent<Animator>().Play(animName);
+                        games[3].gameObject.transform.localPosition = new Vector3(-0.0206f, 0.3177f, 0.063f);
+                        break;
+                }
+
+            }
+        }
+    }
+
+    private IEnumerator waitOfAnimEndHeidGameObj(float timer, GameObject obj, bool isB)
+    {
+        yield return new WaitForSeconds(timer);
+
+        obj.SetActive(isB);
+
+
+    }
+
+    private IEnumerator waitOfInit(float timer)
+    {
+        yield return new WaitForSeconds(timer);
+        Init();
+    }
+
+
+
+
+
+
+
+
+
+
+}

+ 11 - 0
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     <type fullname="SC.XR.Unity.SCInputField" preserve="all" />
     <type fullname="SC.XR.Unity.SCInputField/ContentType" preserve="all" />
+    <type fullname="SC.XR.Unity.SCSlider3D" preserve="all" />
     <type fullname="SC.XR.Unity.SCToggleBase" preserve="all" />
     <type fullname="SC.XR.Unity.SCToggleSwitch3D" preserve="all" />
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     <type fullname="System.Net.IWebProxy" preserve="all" />
     <type fullname="System.Net.NetworkCredential" preserve="all" />
+    <type fullname="System.Net.NetworkInformation.NetworkInterface" preserve="all" />
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     <type fullname="System.Net.Security.SslPolicyErrors" preserve="all" />
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@@ -161,6 +163,7 @@
   </assembly>
   <assembly fullname="UnityEngine.AndroidJNIModule">
     <type fullname="UnityEngine.Android.Permission" preserve="all" />
+    <type fullname="UnityEngine.AndroidJavaClass" preserve="all" />
     <type fullname="UnityEngine.AndroidJavaObject" preserve="all" />
     <type fullname="UnityEngine.AndroidJavaProxy" preserve="all" />
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     <type fullname="UnityEngine.PlayerPrefs" preserve="all" />
     <type fullname="UnityEngine.Projector" preserve="all" />
     <type fullname="UnityEngine.PropertyAttribute" preserve="all" />
@@ -297,6 +301,9 @@
     <type fullname="UnityEngine.WaitForSeconds" preserve="all" />
     <type fullname="UnityEngine.WrapMode" preserve="all" />
   </assembly>
+  <assembly fullname="UnityEngine.DirectorModule">
+    <type fullname="UnityEngine.Playables.PlayableDirector" preserve="all" />
+  </assembly>
   <assembly fullname="UnityEngine.IMGUIModule">
     <type fullname="UnityEngine.Event" preserve="all" />
     <type fullname="UnityEngine.EventType" preserve="all" />
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     <type fullname="System.ParamArrayAttribute" preserve="all" />
     <type fullname="System.PlatformID" preserve="all" />
+    <type fullname="System.Random" preserve="all" />
     <type fullname="System.Reflection.Assembly" preserve="all" />
     <type fullname="System.Reflection.AssemblyCopyrightAttribute" preserve="all" />
     <type fullname="System.Reflection.AssemblyName" preserve="all" />

+ 1 - 0
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     "com.unity.xr.interactionsubsystems": "1.0.1",
     "com.unity.xr.openxr": "1.5.3",
+    "con.ghz.dangjian": "ssh://git@gogs.ghz-tech.com:30979/GHzUnityModel/GHZDangJian.git",
     "jh.immersalsdk.engine": "file:/Users/hujiajun/ghz/ImmersalSDK",
     "jh.opencvforunity.engine": "ssh://git@gogs.ghz-tech.com:30979/GHzGlass/OpenCVForUnity.git",
     "jh.trilib.engine": "ssh://git@gogs.ghz-tech.com:30979/GHzGlass/TriLibXR.git",

+ 7 - 0
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@@ -286,6 +286,13 @@
       },
       "url": "https://packages.unity.com"
     },
+    "con.ghz.dangjian": {
+      "version": "ssh://git@gogs.ghz-tech.com:30979/GHzUnityModel/GHZDangJian.git",
+      "depth": 0,
+      "source": "git",
+      "dependencies": {},
+      "hash": "45abc5abb745d8d61b76ea292ae7fa4c0f613de5"
+    },
     "jh.immersalsdk.engine": {
       "version": "file:/Users/hujiajun/ghz/ImmersalSDK",
       "depth": 0,

+ 5 - 0
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+  - {fileID: 4800000, guid: 2972bc19842ab604dbd7585221769cc2, type: 3}
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+ 4 - 4
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@@ -841,7 +841,7 @@ PlayerSettings:
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+    Android: VUFORIA_ANDROID_SETTINGS;UNITY_CCU;CURVEDUI_TMP;TRILIB_ENABLE_DAE_IMPORT;TRILIB_FORCE_SYNC;TRILIB_ENABLE_UWP_THREADS;TRILIB_DRACO;AMPLIFY_SHADER_EDITOR
     Standalone: 
     Windows Store Apps: VUFORIA_WSA_SETTINGS
     iPhone: VUFORIA_IOS_SETTINGS
@@ -938,7 +938,7 @@ PlayerSettings:
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   platformCapabilities:
     WindowsStoreApps:
-      CodeGeneration: False
+      EnterpriseAuthentication: False
       OfflineMapsManagement: False
       HumanInterfaceDevice: False
       Location: False
@@ -971,10 +971,10 @@ PlayerSettings:
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       RecordedCallsFolder: False
       Contacts: False
-      Proximity: False
       InternetClient: True
+      CodeGeneration: False
       BackgroundMediaPlayback: False
-      EnterpriseAuthentication: False
+      Proximity: False
   metroTargetDeviceFamilies: {}
   metroFTAName: 
   metroFTAFileTypes: []

+ 5 - 1
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "ASESampleShaders/Community/DissolveBurn"
+{
+	Properties
+	{
+		_Cutoff( "Mask Clip Value", Float ) = 0.5
+		_Albedo("Albedo", 2D) = "white" {}
+		_Normal("Normal", 2D) = "bump" {}
+		_DisolveGuide("Disolve Guide", 2D) = "white" {}
+		_BurnRamp("Burn Ramp", 2D) = "white" {}
+		_DissolveAmount("Dissolve Amount", Range( 0 , 1)) = 0
+		[HDR]_Color0("Color 0", Color) = (0,0,0,0)
+		[HDR]_BurningCol("BurningCol", Color) = (0,0,0,0)
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "AlphaTest+0" "IsEmissive" = "true"  }
+		Cull Off
+		CGPROGRAM
+		#pragma target 3.0
+		#pragma surface surf Standard keepalpha addshadow fullforwardshadows 
+		struct Input
+		{
+			float2 uv_texcoord;
+		};
+
+		uniform sampler2D _Normal;
+		uniform float4 _Normal_ST;
+		uniform float4 _Color0;
+		uniform sampler2D _Albedo;
+		uniform float4 _Albedo_ST;
+		uniform float _DissolveAmount;
+		uniform sampler2D _DisolveGuide;
+		SamplerState sampler_DisolveGuide;
+		uniform float4 _DisolveGuide_ST;
+		uniform float4 _BurningCol;
+		uniform sampler2D _BurnRamp;
+		uniform float _Cutoff = 0.5;
+
+		void surf( Input i , inout SurfaceOutputStandard o )
+		{
+			float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
+			o.Normal = tex2D( _Normal, uv_Normal ).rgb;
+			float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+			o.Albedo = ( _Color0 * tex2D( _Albedo, uv_Albedo ) ).rgb;
+			float2 uv_DisolveGuide = i.uv_texcoord * _DisolveGuide_ST.xy + _DisolveGuide_ST.zw;
+			float temp_output_73_0 = ( (-0.6 + (( 1.0 - _DissolveAmount ) - 0.0) * (0.6 - -0.6) / (1.0 - 0.0)) + tex2D( _DisolveGuide, uv_DisolveGuide ).r );
+			float clampResult113 = clamp( (-4.0 + (temp_output_73_0 - 0.0) * (4.0 - -4.0) / (1.0 - 0.0)) , 0.0 , 1.0 );
+			float temp_output_130_0 = ( 1.0 - clampResult113 );
+			float2 appendResult115 = (float2(temp_output_130_0 , 0.0));
+			o.Emission = ( temp_output_130_0 * ( _BurningCol * tex2D( _BurnRamp, appendResult115 ) ) ).rgb;
+			o.Alpha = 1;
+			clip( temp_output_73_0 - _Cutoff );
+		}
+
+		ENDCG
+	}
+	Fallback "Diffuse"
+	CustomEditor "ASEMaterialInspector"
+}
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+Shader "AlphaSelfIllum" {
+	Properties {
+		_Color ("Color Tint", Color) = (1,1,1,1)
+		_MainTex ("SelfIllum Color (RGB) Alpha (A)", 2D) = "white"
+	}
+	Category {
+	   Lighting On
+	   ZWrite Off
+	   Cull Back
+	   Blend SrcAlpha OneMinusSrcAlpha
+	   Tags {Queue=Transparent}
+	   SubShader {
+            Material {
+	           Emission [_Color]
+            }
+            Pass {
+	           SetTexture [_MainTex] {
+	                  Combine Texture * Primary, Texture * Primary
+                }
+            }
+        } 
+    }
+}

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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Zyc/JgPbr"
+{
+	Properties
+	{
+		_Light("Light", Vector) = (0.3,1,0,0)
+		_Color0("Color 0", Color) = (1,1,1,0)
+		_light("light", Range( 0 , 3)) = 2.122295
+		_albedo("albedo", 2D) = "white" {}
+		_nom("nom", 2D) = "bump" {}
+		_highlight("highlight", Range( 1 , 90)) = 4.604562
+		_R_mateG_ao("R_mateG_ao", 2D) = "white" {}
+		_Float0("Float 0", Range( 0 , 1)) = 0
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Transparent"  "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		CGPROGRAM
+		#include "UnityPBSLighting.cginc"
+		#pragma target 3.0
+		#pragma surface surf StandardCustomLighting alpha:fade keepalpha noshadow 
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 viewDir;
+			INTERNAL_DATA
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform sampler2D _albedo;
+		uniform float4 _albedo_ST;
+		uniform sampler2D _R_mateG_ao;
+		SamplerState sampler_R_mateG_ao;
+		uniform float4 _R_mateG_ao_ST;
+		uniform float4 _Color0;
+		uniform float4 _Light;
+		uniform sampler2D _nom;
+		uniform float4 _nom_ST;
+		uniform float _light;
+		uniform float _highlight;
+		uniform float _Float0;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			c.rgb = 0;
+			c.a = _Float0;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			o.Normal = float3(0,0,1);
+			float2 uv_albedo = i.uv_texcoord * _albedo_ST.xy + _albedo_ST.zw;
+			float4 tex2DNode14 = tex2D( _albedo, uv_albedo );
+			float2 uv_R_mateG_ao = i.uv_texcoord * _R_mateG_ao_ST.xy + _R_mateG_ao_ST.zw;
+			float4 tex2DNode42 = tex2D( _R_mateG_ao, uv_R_mateG_ao );
+			float4 lerpResult41 = lerp( tex2DNode14 , float4( 0,0,0,0 ) , tex2DNode42.r);
+			float4 normalizeResult2 = normalize( _Light );
+			float2 uv_nom = i.uv_texcoord * _nom_ST.xy + _nom_ST.zw;
+			float dotResult9 = dot( UnpackNormal( tex2D( _nom, uv_nom ) ) , i.viewDir );
+			float4 temp_cast_0 = (dotResult9).xxxx;
+			float dotResult7 = dot( normalizeResult2 , temp_cast_0 );
+			float clampResult35 = clamp( dotResult9 , 0.0 , 1.0 );
+			o.Emission = ( ( lerpResult41 + ( ( ( ( _Color0 * dotResult7 ) * _light ) * tex2DNode14 ) + pow( clampResult35 , _highlight ) ) ) * tex2DNode42.g ).rgb;
+		}
+
+		ENDCG
+	}
+	CustomEditor "ASEMaterialInspector"
+}
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+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X 
+Shader "Zyc/JgPbr"
+{
+	Properties
+	{
+		_Light("Light", Vector) = (0.3,1,0,0)
+		_Color0("Color 0", Color) = (1,1,1,0)
+		_light("light", Range( 0 , 3)) = 2.122295
+		_albedo("albedo", 2D) = "white" {}
+		_nom("nom", 2D) = "bump" {}
+		_highlight("highlight", Range( 1 , 90)) = 4.604562
+		_R_mateG_ao("R_mateG_ao", 2D) = "white" {}
+		_Color1("Color 1", Color) = (0,0,0,0)
+		[HideInInspector] _texcoord( "", 2D ) = "white" {}
+		[HideInInspector] __dirty( "", Int ) = 1
+	}
+
+	SubShader
+	{
+		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true"  }
+		Cull Back
+		CGPROGRAM
+		#include "UnityPBSLighting.cginc"
+		#pragma target 3.0
+		#pragma surface surf StandardCustomLighting keepalpha noshadow 
+		struct Input
+		{
+			float2 uv_texcoord;
+			float3 viewDir;
+			INTERNAL_DATA
+		};
+
+		struct SurfaceOutputCustomLightingCustom
+		{
+			half3 Albedo;
+			half3 Normal;
+			half3 Emission;
+			half Metallic;
+			half Smoothness;
+			half Occlusion;
+			half Alpha;
+			Input SurfInput;
+			UnityGIInput GIData;
+		};
+
+		uniform float4 _Color1;
+		uniform sampler2D _albedo;
+		uniform float4 _albedo_ST;
+		uniform sampler2D _R_mateG_ao;
+		SamplerState sampler_R_mateG_ao;
+		uniform float4 _R_mateG_ao_ST;
+		uniform float4 _Color0;
+		uniform float4 _Light;
+		uniform sampler2D _nom;
+		uniform float4 _nom_ST;
+		uniform float _light;
+		uniform float _highlight;
+
+		inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
+		{
+			UnityGIInput data = s.GIData;
+			Input i = s.SurfInput;
+			half4 c = 0;
+			c.rgb = 0;
+			c.a = 1;
+			return c;
+		}
+
+		inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
+		{
+			s.GIData = data;
+		}
+
+		void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
+		{
+			o.SurfInput = i;
+			o.Normal = float3(0,0,1);
+			float2 uv_albedo = i.uv_texcoord * _albedo_ST.xy + _albedo_ST.zw;
+			float4 tex2DNode14 = tex2D( _albedo, uv_albedo );
+			float2 uv_R_mateG_ao = i.uv_texcoord * _R_mateG_ao_ST.xy + _R_mateG_ao_ST.zw;
+			float4 tex2DNode42 = tex2D( _R_mateG_ao, uv_R_mateG_ao );
+			float4 lerpResult41 = lerp( tex2DNode14 , float4( 0,0,0,0 ) , tex2DNode42.r);
+			float4 normalizeResult2 = normalize( _Light );
+			float2 uv_nom = i.uv_texcoord * _nom_ST.xy + _nom_ST.zw;
+			float dotResult9 = dot( UnpackNormal( tex2D( _nom, uv_nom ) ) , i.viewDir );
+			float4 temp_cast_0 = (dotResult9).xxxx;
+			float dotResult7 = dot( normalizeResult2 , temp_cast_0 );
+			float clampResult35 = clamp( dotResult9 , 0.0 , 1.0 );
+			o.Emission = ( _Color1 * ( ( lerpResult41 + ( ( ( ( _Color0 * dotResult7 ) * _light ) * tex2DNode14 ) + pow( clampResult35 , _highlight ) ) ) * tex2DNode42.g ) ).rgb;
+		}
+
+		ENDCG
+	}
+	CustomEditor "ASEMaterialInspector"
+}
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