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Merge branch 'F/0710_2.1+2.0' of ssh://gogs.ghz-tech.com:30979/GHzGlass/GHZMRNavigatorProXR into F/20240210_2.3_dangjian

# Conflicts:
#	ProjectSettings/ProjectSettings.asset
“hujiajun” 1 year ago
parent
commit
e5e2707070
100 changed files with 16212 additions and 303 deletions
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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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+ 19 - 5
Assets/HotUpdate/CalMap.cs

@@ -29,13 +29,27 @@ public class CalMap : MonoBehaviour
         {
             if (player != null && GameManager.Instance.isStart)
             {
+                float rot = player.localEulerAngles.y;
+                var pos = new Vector3(Math.Abs(player.localPosition.x) / GameManager.Instance.MapSize.x * GameManager.Instance.MinMapSize.x,
+                    -(GameManager.Instance.MinMapSize.y- (Math.Abs(player.localPosition.z) / GameManager.Instance.MapSize.y * GameManager.Instance.MinMapSize.y)), 0);
 
-                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);

+ 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>();
     }
 }

+ 12 - 0
Assets/HotUpdate/GameInit.cs

@@ -183,7 +183,19 @@ public class GameInit : MonoBehaviour
                 yield return null;
             }
             Instantiate(abr.asset);
+            switch (Application.version)
+            {
+                case "2.3.0.1":
+                    AssetBundleRequest ERNIEBot = acr.assetBundle.LoadAssetAsync<GameObject>("ERNIEBot");
+
+                    while (!ERNIEBot.isDone)
+                    {
+                        yield return null;
+                    }
+                    (Instantiate(ERNIEBot.asset) as GameObject).SetActive(true);
 
+                    break;
+            }
             if (isRemote)
             {
                 JsonData data = JsonMapper.ToObject(HttpSDKAction.Instance.jsonData);

+ 86 - 72
Assets/HotUpdate/GameManager.cs

@@ -18,6 +18,7 @@ using Unity.VisualScripting;
 using UnityEngine;
 using UnityEngine.UI;
 using XRTool.Util;
+using System.Linq;
 
 /*
  * 半自动交付/自动交付
@@ -89,7 +90,7 @@ public class GameManager : MonoSingleton<GameManager>
     private MinMap m_MinMap;
     [Header("Setting")]
     [SerializeField, Tooltip("设置面板")]
-    private SettingPanel m_SettingPanel;
+    public SettingPanel m_SettingPanel;
     [SerializeField, Tooltip("编辑器面板")]
     private Transform m_EditorCanvas;
     [SerializeField, Tooltip("设置按钮")]
@@ -347,6 +348,9 @@ public class GameManager : MonoSingleton<GameManager>
     public List<SceneValue> sucessvalues;
     public void exitscene()
     {
+        XRLocalizer.Instance.gameObject.SetActive(true);
+        m_EditorCanvas.gameObject.SetActive(false);
+        m_SettingPanel.gameObject.SetActive(false);
         Destroy(loadref.goRefrence);
         loadref.goRefrence = null;
         armapObj.transform.parent.position = Vector3.zero;
@@ -362,7 +366,7 @@ public class GameManager : MonoSingleton<GameManager>
         ARSpace.spaceToTransform.Clear();
         ARSpace.mapIdToOffset.Clear();
         ARSpace.mapIdToMap.Clear();
-        
+        Immersal.Core.FreeMap(PointFileGetUrlCommand.mapct);
         armap.FreeMap();
         Destroy(armap);
         armap = armapObj.AddComponent<ARMap>();
@@ -560,16 +564,6 @@ 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()
@@ -771,19 +765,29 @@ public class GameManager : MonoSingleton<GameManager>
         m_SettingPanel.gameObject.SetActive(true);
         m_EditorPanel.Init();
         m_SettingPanel.Init();
-        if (RouteCtr.CurrentPoints.Count > 0)
+        yield return new WaitForSeconds(0.5f);
+        try
+        {
+            if (RouteCtr && RouteCtr.List_route != null && RouteCtr.List_route[0] && RouteCtr.List_route[0].GetComponent<LineRenderer>() && RouteCtr.List_route[0].GetComponent<LineRenderer>().positionCount > 0)
+            {
+                Vector3[] v3list = new Vector3[RouteCtr.List_route[0].GetComponent<LineRenderer>().positionCount];
+                RouteCtr.List_route[0].GetComponent<LineRenderer>().GetPositions(v3list);
+                Player.MovePoints = v3list.ToList();// RouteCtr.CurrentPoints;
+                                                    //判断选择那个虚拟导游
+                                                    //int id = ChooseIroBot();
+
+                //if (id < 3)
+                //{
+                //m_IroBot = Irobots[id - 1];
+                m_IroBot.gameObject.SetActive(true);
+                m_IroBot.Points = Player.MovePoints;
+                //}
+            }
+
+        }
+        catch
         {
-            Player.MovePoints = RouteCtr.CurrentPoints;
-            //判断选择那个虚拟导游
-            //int id = ChooseIroBot();
 
-            //if (id < 3)
-            //{
-            //m_IroBot = Irobots[id - 1];
-            m_IroBot.gameObject.SetActive(true);
-            m_IroBot.Points = RouteCtr.CurrentPoints;
-            yield return new WaitForSeconds(5f);
-            //}
         }
         IsRuning = true;
         m_SetBtn.gameObject.SetActive(true);
@@ -1309,7 +1313,7 @@ public class GameManager : MonoSingleton<GameManager>
         Debug.Log("加載完成2222");
         MatOfByte matbytes = filePathToMatByte(path);
         Debug.Log("加載完成3333");
-        Mat mat = Imgcodecs.imdecode(matbytes, -1);
+        Mat mat = Imgcodecs.imdecode(matbytes, CvType.CV_8UC4);
         Debug.Log("加載完成4444");
         float zoom = 1;
         float sint = 2048f;
@@ -1328,9 +1332,9 @@ public class GameManager : MonoSingleton<GameManager>
         Size size = new Size(mat.cols() * zoom, mat.rows() * zoom);
         Mat zoomMat = new Mat(size, CvType.CV_8UC4);
         Imgproc.resize(mat, zoomMat, size);
-        ////BGR 转RGB
+        ////BGR 转RGBAA
         Mat imgRGBMat = new Mat(zoomMat.cols(), zoomMat.rows(), CvType.CV_8UC4);
-        Imgproc.cvtColor(zoomMat, imgRGBMat, Imgproc.COLOR_BGR2RGB);
+        Imgproc.cvtColor(zoomMat, imgRGBMat, Imgproc.COLOR_BGRA2RGBA);
         //RefreshEvent?.Invoke();
         zoomMat.release();
         mat.release();
@@ -1343,7 +1347,7 @@ public class GameManager : MonoSingleton<GameManager>
     {
         //Debug.Log(imgRGBMat.cols());
         //Debug.Log(imgRGBMat.rows());
-        Texture2D _tex = new Texture2D(imgRGBMat.cols(), imgRGBMat.rows(), TextureFormat.RGB24, false);
+        Texture2D _tex = new Texture2D(imgRGBMat.cols(), imgRGBMat.rows(), TextureFormat.RGBA32, false);
         Utils.fastMatToTexture2D(imgRGBMat, _tex);
         return _tex;
     }
@@ -1357,49 +1361,52 @@ public class GameManager : MonoSingleton<GameManager>
             Texture2D tex = new Texture2D(1, 1);
 
             OpenCVForUnity.CoreModule.Mat _mat = null;
+            tex.LoadImage((byte[])msg.Value);
+            tex.Apply();  //  Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.one * 0.5f);
+            Sprite sprite = Sprite.Create(tex, new UnityEngine.Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
+            m_MinMap.Map.sprite = sprite;
+            //m_MinMap.Map.SetNativeSize();
+
+            float width = tex.width;
+            float height = tex.height;
+            if (width > height)
+            {
+                width = width / height;
+                height = 1;
+            }
+            else
+            {
+                height = height / width;
+                width = 1;
+            }
 
+            MinMapSize = new Vector2(width * 150, height * 150);
+            CalMapSize();
+            m_MinMap.Map.GetComponent<RectTransform>().sizeDelta = new Vector2(width * 150, height * 150);
+
+            //获取网页端
+            WebMapSize = new Vector2((float)tex.width, (float)tex.height);
+            if (SceneValue != null)
+            {
+                //  StartCreateScene(SceneValue);
+            }
+            Debug.Log("playerPos===>GetMinMapBack");
+            GetMinMapBack?.Invoke(true);
+            /*
             Loom.RunAsync(() =>
             {
                 Debug.Log("加載完成222222222222222222");
                 _mat = zoomByteByOpenCV((byte[])msg.Value);
+
                 Debug.Log("1111111");
                 Loom.QueueOnMainThread(() =>
                 {
 
                     Debug.Log("加載完成111111111111");
                     tex = TextureByMat(_mat);
-                    //  Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.one * 0.5f);
-                    Sprite sprite = Sprite.Create(tex, new UnityEngine.Rect(0, 0, tex.width, tex.height), new Vector2(0.5f, 0.5f));
-                    m_MinMap.Map.sprite = sprite;
-                    //m_MinMap.Map.SetNativeSize();
-
-                    float width = tex.width;
-                    float height = tex.height;
-                    if (width > height)
-                    {
-                        width = width / height;
-                        height = 1;
-                    }
-                    else
-                    {
-                        height = height / width;
-                        width = 1;
-                    }
-
-                    MinMapSize = new Vector2(width * 150, height * 150);
-                    CalMapSize();
-                    m_MinMap.Map.GetComponent<RectTransform>().sizeDelta = new Vector2(width * 150, height * 150);
-
-                    //获取网页端
-                    WebMapSize = new Vector2((float)tex.width, (float)tex.height);
-                    if (SceneValue != null)
-                    {
-                        //  StartCreateScene(SceneValue);
-                    }
-                    Debug.Log("playerPos===>GetMinMapBack");
-                    GetMinMapBack?.Invoke(true);
+                  
                 });
-            });
+            });*/
 
 
 
@@ -1466,8 +1473,9 @@ public class GameManager : MonoSingleton<GameManager>
         {
             Debug.LogFormat("{0}{1}", spoit.name, " DGJ ===>  景点存在");
             SpoitPos trans = spoit.SpoitTransform[0];
-            
-            spoitPos = new Vector3((float)trans.pointRelativeX / WebMapSize.x * MapSize.x, -1f, MapSize.y - ((float)trans.pointRelativeY) / WebMapSize.y * MapSize.y);
+
+            Debug.Log("pointRelativeX_"+trans.pointRelativeX+"_"+ WebMapSize+"_"+ MapSize);
+            spoitPos = new Vector3((float)trans.pointRelativeX / WebMapSize.x * MapSize.x, -1f, (WebMapSize.y - (float)trans.pointRelativeY) / WebMapSize.y * MapSize.y);
             //创建水晶点
             var obj = Instantiate(CrystalItem, CrystalsParent);
             CommandSystem.Instance.Send(
@@ -1500,8 +1508,8 @@ public class GameManager : MonoSingleton<GameManager>
             //}
 
             //var tiggerpos = new Vector3((float)trans.areaRelativeX / WebMapSize.x * MapSize.x, -0.5f, -(float)trans.areaRelativeY / WebMapSize.y * MapSize.y);
-            var tiggerpos = new Vector3((float)(trans.areaRelativeX + trans.areaRelativeW / 2) / WebMapSize.x * MapSize.x, -0.5f, MapSize.y - (float)(trans.areaRelativeY + trans.areaRelativeH / 2) / WebMapSize.y * MapSize.y);
-            var tiggerRange = new Vector3((float)trans.areaRelativeW / WebMapSize.x * MapSize.x, 0.1f,(float)trans.areaRelativeH / WebMapSize.y * MapSize.y);
+            var tiggerpos = new Vector3((float)(trans.areaRelativeX + trans.areaRelativeW / 2) / WebMapSize.x * MapSize.x, -0.5f, (WebMapSize.y - (float)(trans.areaRelativeY + trans.areaRelativeH / 2)) / WebMapSize.y * MapSize.y);
+            var tiggerRange = new Vector3((float)trans.areaRelativeW / WebMapSize.x * MapSize.x, 0.1f, (float)trans.areaRelativeH / WebMapSize.y * MapSize.y);
             Debug.LogError($"名称:{spoit.name}+宽:{trans.areaRelativeW},长:{trans.areaRelativeH}");
             var triggerobj = Instantiate(ColliderItem, CollidersParent);
             triggerobj.name = spoit.name;
@@ -1534,9 +1542,6 @@ public class GameManager : MonoSingleton<GameManager>
         {*/
             spoitposDic.Add(spoit.id, new Vector3(spoitPos.x, wutiH, spoitPos.z));
             spoitObj.transform.localPosition = new Vector3(spoitPos.x, wutiH, spoitPos.z)+ spoit.spoitTf.nowPos;
-            Debug.Log("最新保存====》獲取的POS" + new Vector3(spoitPos.x, wutiH, spoitPos.z));
-            Debug.Log("最新保存====》獲取的偏移POS" + spoit.spoitTf.nowPos);
-            Debug.Log("最新保存====》獲取的物體Pos" + spoitObj.transform.localPosition);
             spoitObj.transform.localRotation = Quaternion.identity;
             spoitObj.transform.localEulerAngles = spoit.spoitTf.nowRot;
             spoitObj.transform.localScale = new Vector3(1, 1, 1);
@@ -1544,6 +1549,9 @@ public class GameManager : MonoSingleton<GameManager>
             {
                 spoitObj.transform.localScale = spoit.spoitTf.nowScale;
             }
+
+
+
             spoit.spoitTf.SetStartValue(spoitObj.transform.localPosition, spoitObj.transform.localEulerAngles, spoitObj.transform.localScale);
        /* }
         else
@@ -2186,15 +2194,21 @@ public class GameManager : MonoSingleton<GameManager>
         }
         else
         {
-            ListShowObjs[SpoitIndex].gameObject.SetActive(false);
+            for (int i = 0; i < ListColliderBoxs.Count; i++)
+            {
+                if (other.name == ListColliderBoxs[i].name)
+                {
+                    ListShowObjs[i].gameObject.SetActive(false);
 
-            MQTTClient.Instance.sendActiveSp(ListShowObjs[SpoitIndex].name, false);
+                    MQTTClient.Instance.sendActiveSp(ListShowObjs[i].name, false);
 
-            if (isShowLoacalShowObjs)
-                ListLocalShowObjs[SpoitIndex].gameObject.SetActive(false);
-            ListCrystals[SpoitIndex].gameObject.SetActive(true);
-            m_EditorPanel.ClosePanel();
-            SpoitIndex = -1;
+                    if (isShowLoacalShowObjs)
+                        ListLocalShowObjs[i].gameObject.SetActive(false);
+                    ListCrystals[i].gameObject.SetActive(true);
+                    m_EditorPanel.ClosePanel();
+                    SpoitIndex = -1;
+                }
+            }
         }
         m_SettingPanel.setMsg(null);
     }

+ 270 - 0
Assets/HotUpdate/GetAllBounds.cs

@@ -0,0 +1,270 @@
+
+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].bounds.center, 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)
+        {
+            if(renderer.enabled)
+            {
+                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: 

+ 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/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;
 

+ 19 - 21
Assets/HotUpdate/IrobotMove.cs

@@ -1,6 +1,7 @@
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
+using DG.Tweening;
 
 public class IrobotMove : MonoBehaviour
 {
@@ -29,7 +30,7 @@ public class IrobotMove : MonoBehaviour
         m_Animator = GetComponent<Animator>();
         if (Points.Count > 0)
         {
-            transform.localPosition = Points[0];
+            transform.position = Points[0];
 
             transform.LookAt(NRCameraRig.position);
             //transform.LookAt(API_GSXR_Slam.GSXR_Get_Head().position);
@@ -37,36 +38,33 @@ public class IrobotMove : MonoBehaviour
             transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
 
             m_TargetPos = Points[1];
-            Targrt.localPosition = m_TargetPos;
+            Targrt.position = m_TargetPos;
             m_TargetIndex = 1;
 
             StartCoroutine(PlayAni());
         }
     }
 
-    private void LateUpdate()
+    private void WalkGoto()
     {
-        if (m_IsWalk)
-        {
-            transform.Translate(Vector3.forward * Time.deltaTime * Speed, Space.Self);
+        transform.DOMove(Targrt.position, Vector3.Distance(transform.position, Targrt.position)*0.5f).SetEase(Ease.Linear).OnComplete(()=> {
 
-            if (Vector3.Distance(transform.localPosition, Targrt.localPosition) < 0.01f)
+            m_TargetIndex++;
+            if (m_TargetIndex < Points.Count)
             {
-                m_TargetIndex++;
-                if (m_TargetIndex < Points.Count)
-                {
-                    m_TargetPos = Points[m_TargetIndex];
-                    Targrt.localPosition = m_TargetPos;
-                    transform.LookAt(Targrt.position);
-                }
-                else
-                {
-                    gameObject.SetActive(false);
-                }
+                m_TargetPos = Points[m_TargetIndex];
+                Targrt.position = m_TargetPos;
+                transform.LookAt(Targrt.position);
+                WalkGoto();
             }
-        }
-    }
+            else
+            {
+                gameObject.SetActive(false);
+            }
+
 
+        });
+    }
     IEnumerator PlayAni()
     {
         m_Animator.SetBool("Waving", true);
@@ -75,7 +73,7 @@ public class IrobotMove : MonoBehaviour
         yield return new WaitForSeconds(2f);
         m_Animator.SetBool("Backaway_Walk", true);
         transform.LookAt(Targrt.position);
-        m_IsWalk = true;
+        WalkGoto();
         yield return new WaitForSeconds(10f);
         gameObject.SetActive(false);
     }

+ 33 - 0
Assets/HotUpdate/LineEffect.cs

@@ -0,0 +1,33 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class LineEffect : MonoBehaviour
+{
+    public LineRenderer line;
+    private Vector2 Interval = new Vector2(0.05f, 0);
+    private Vector2 offset;
+    // Start is called before the first frame update
+    void Start()
+    {
+        line = this.gameObject.GetComponent<LineRenderer>();
+        StartCoroutine(onDGTween());
+    }
+    IEnumerator onDGTween()
+    {
+        while (true)
+        {
+            yield return new WaitForSeconds(0.04f);
+            if (line != null)
+            {
+                offset -= Interval;
+                line.materials[0].SetTextureOffset("_MainTex", offset);
+                if (offset.x <= -1)
+                {
+                    offset = Vector2.zero;
+                }
+
+            }
+        }
+    }
+}

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

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 00bca0ab591aa4c5ea8dc2b4895a6f31
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 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")
         {

+ 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/YiYanPackage.meta → Assets/HotUpdate/MRClass/Core.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: eca438f11b825bc49862cba2395c9534
+guid: 94d64bf072addf14282ccac13cedab06
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

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

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 604d6095707c0b04c9629ab58d45b193
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 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: 

+ 4 - 1
Assets/HotUpdate/MaterialBtnItem.cs

@@ -107,6 +107,7 @@ public class MaterialBtnItem : MonoBehaviour, EventObserver
         m_MatValue = value;
         m_ObjectValue = objValue;
         MaterialObj = objValue.Object;
+        if(m_Text)
         m_Text.text = string.IsNullOrWhiteSpace(value.name) ? MaterialObj.name : value.name;
         //MaterialObj.transform.localPosition = m_ObjectValue.nowPos;
         //MaterialObj.transform.localEulerAngles = m_ObjectValue.nowRot;
@@ -121,7 +122,8 @@ public class MaterialBtnItem : MonoBehaviour, EventObserver
 
         m_ObjectValue = objValue;
         MaterialObj = objValue.Object;
-        m_Text.text = "BoxCollider";
+        if (m_Text)
+            m_Text.text = "BoxCollider";
         MaterialObj.transform.localPosition = m_ObjectValue.nowPos;
         MaterialObj.transform.localEulerAngles = m_ObjectValue.nowRot;
         MaterialObj.transform.localScale = m_ObjectValue.nowScale;
@@ -156,6 +158,7 @@ public class MaterialBtnItem : MonoBehaviour, EventObserver
 
     public void ClearData()
     {
+        if(m_Text)
         m_Text.text = null;
         m_Image.sprite = null;
         MaterialObj = null;

+ 9 - 2
Assets/HotUpdate/MinMap.cs

@@ -32,7 +32,12 @@ public class MinMap : MonoBehaviour
         mapPlayer.localPosition = pos;
         mapPlayer.localRotation = Quaternion.Euler(0, 0, -rot);
     }
-    
+
+    private void Update()
+    {
+        this.transform.localPosition = new Vector3(0.294f, 0.2405f,2.7f);
+        this.transform.localEulerAngles = Vector3.zero;
+    }
     /// <summary>
     /// 显示所有水晶点 (所有可触发交互的地方)
     /// </summary>
@@ -55,10 +60,12 @@ public class MinMap : MonoBehaviour
         list_route[index].gameObject.SetActive(isshow);
     }
 
+    public Material mats;
     public void SettingMapRoute(List<Vector3> listMapRoutePos, string linename)
     {
         var line = Instantiate(LineItem, LineParent);
         line.name = linename;
+        line.GetComponent<LineRenderer>().material = mats;
         line.transform.localPosition = Vector3.zero;
         line.startWidth = 3;
         line.endWidth = 3;
@@ -68,7 +75,7 @@ public class MinMap : MonoBehaviour
         {
             line.SetPosition(i, listMapRoutePos[i]);
         }
-
+        line.gameObject.AddComponent<LineEffect>();
         list_route.Add(line);
     }
 }

+ 11 - 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 +92,9 @@ public class MoveChange : MonoBehaviour
     {
         ARSpace.isFind = true;
         islixian = true;
+        GameManager.Instance.armap.renderMode = Immersal.AR.ARMap.RenderMode.EditorAndRuntime;
+        GameManager.Instance.m_SettingPanel.setdingwei(false);
+        //GameManager.Instance.armap.FreeMap(true);
     }
     public static bool isCx;
     public static bool islixian;
@@ -106,9 +110,14 @@ 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 @@
+fileFormatVersion: 2
+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 @@
+fileFormatVersion: 2
+guid: f095d87f77d2d4724a469dd1f92da476
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

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

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: bb016578202b449d0808eb00d2c0fb4f
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 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

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Assets/HotUpdate/OOBE/Scripts/Entity.meta

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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

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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

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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

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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

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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:
+  externalObjects: {}
+  serializedVersion: 2
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+  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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+  assetBundleName: 
+  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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+  assetBundleName: 
+  assetBundleVariant: 

+ 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 @@
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+guid: 80cc20ba38f70e843a561039842f5eeb
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
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+ 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 @@
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+guid: 5d8e7fdd77e9abb4fa6e6b5f319e296a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
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+ 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 @@
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+guid: cee13c39b8fc19246b15f05c982e5330
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
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+  executionOrder: 0
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+ 8 - 0
Assets/HotUpdate/OOBE/Scripts/TestGongYe.meta

@@ -0,0 +1,8 @@
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+guid: 8abb873d214bded4f92e6f568ebd0072
+folderAsset: yes
+DefaultImporter:
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+  userData: 
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+ 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 @@
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+guid: 355290b5ae025194ea4be9c374b36f15
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+ 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());

BIN
Assets/HotUpdate/ProceduralUIImage/Demo/Icons/arrow_right 1.png


+ 147 - 0
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+    buildTarget: Android
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+    resizeAlgorithm: 0
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+    overridden: 0
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+  - serializedVersion: 3
+    buildTarget: iPhone
+    maxTextureSize: 256
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+    outline: []
+    physicsShape: []
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+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

BIN
Assets/HotUpdate/ProceduralUIImage/Demo/Icons/route2_rotate_副本.png


+ 147 - 0
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+    alphaTestReferenceValue: 0.5
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
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+    heightScale: 0.25
+    normalMapFilter: 0
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+  streamingMipmapsPriority: 0
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+  cubemapConvolution: 0
+  seamlessCubemap: 0
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+    maxTextureSize: 2048
+    resizeAlgorithm: 0
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+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Standalone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
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+    compressionQuality: 50
+    crunchedCompression: 0
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+    maxTextureSize: 2048
+    resizeAlgorithm: 0
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+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: Android
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+    androidETC2FallbackOverride: 0
+    forceMaximumCompressionQuality_BC6H_BC7: 0
+  - serializedVersion: 3
+    buildTarget: iPhone
+    maxTextureSize: 2048
+    resizeAlgorithm: 0
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
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+    forceMaximumCompressionQuality_BC6H_BC7: 0
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+    outline: []
+    physicsShape: []
+    bones: []
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+    vertices: []
+    indices: 
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+    weights: []
+    secondaryTextures: []
+    nameFileIdTable: {}
+  spritePackingTag: 
+  pSDRemoveMatte: 0
+  pSDShowRemoveMatteOption: 0
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 121 - 6
Assets/HotUpdate/RouteCtr.cs

@@ -59,6 +59,8 @@ public class RouteCtr : MonoBehaviour
         }
     }
 
+    public Dictionary<string, List<Vector3>> lineoldlist = new Dictionary<string, List<Vector3>>();
+    public Material[] mats;
     /// <summary>
     /// 设置路径
     /// </summary>
@@ -68,28 +70,141 @@ public class RouteCtr : MonoBehaviour
     {
         points = new List<Vector3>();
         GameObject routes = new GameObject(data.name);
+
         routes.transform.parent = transform;
         routes.transform.localPosition = Vector3.zero;
         routes.transform.localEulerAngles = Vector3.zero;
+        LineRenderer linerender = routes.AddComponent<LineRenderer>();
+        routes.AddComponent<LineEffect>();
+        linerender.positionCount = data.lines.Count*2;
+        linerender.startWidth = 0.05f;// (,0.35f);
+        linerender.endWidth = 0.05f;// (,0.35f);
+        linerender.material = mats[routerMod];
+        if(!lineoldlist.ContainsKey(data.name))
+        {
+            lineoldlist.Add(data.name, new List<Vector3>());
+        }
+        else
+        {
+
+            lineoldlist[data.name] =new List<Vector3>();
+        }
         for (int j = 0; j < data.lines.Count; j++)
         {
+
+
             var line = data.lines[j];
+            /*
             GameObject route = GameObject.Instantiate(RouteItem, routes.transform);
-            route.name = line._index.ToString();
-            Vector3 startPos = new Vector3((float)line.x1 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, -(float)line.y1 / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
-            Vector3 endPos = new Vector3((float)line.x2 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, -(float)line.y2 / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
-            route.GetComponent<Route>().SetRoute(endPos, startPos, routerMod);
+            route.name = line._index.ToString();*/
+            Vector3 startPos = new Vector3((float)line.x1 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, (GameManager.Instance.WebMapSize.y - (float)line.y1) / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
+            lineoldlist[data.name].Add(startPos);
+            linerender.SetPosition(j*2, transform.TransformPoint(startPos));
+
+            Vector3 endPos = new Vector3((float)line.x2 / GameManager.Instance.WebMapSize.x * GameManager.Instance.MapSize.x, 0, (GameManager.Instance.WebMapSize.y - (float)line.y2) / GameManager.Instance.WebMapSize.y * GameManager.Instance.MapSize.y);
+
+            /* route.GetComponent<Route>().SetRoute(endPos, startPos, routerMod);
             route.SetActive(true);
             points.Add(startPos);
             if (j == data.lines.Count - 1)
             {
                 points.Add(endPos);
-            }
+            }*/
+            lineoldlist[data.name].Add(endPos);
+            linerender.SetPosition(j*2+1, transform.TransformPoint(endPos));
+
         }
         list_route.Add(routes);
-        routes.SetActive(false);
+        //routes.SetActive(false);
     }
+    float MaxL;
+    private void Update()
+    {
+        for (int i = 0; i < list_route.Count; i++)
+        {
+            if(lineoldlist[list_route[i].name]!=null)
+            {
+                LineRenderer lr = list_route[i].GetComponent<LineRenderer>();
+                /*
+                if(lineoldlist[list_route[i].name].Count>=3)
+                {
+
+                    List<Vector3> v3 = new List<Vector3>();
+                    for (int j = 2; j < lineoldlist[list_route[i].name].Count; j++)
+                    {
+                        v3.Add(lineoldlist[list_route[i].name][j - 2]);
+                        v3.AddRange( DrawCurve(GetPos(lineoldlist[list_route[i].name][j - 1], lineoldlist[list_route[i].name][j - 2]), lineoldlist[list_route[i].name][j - 1], GetPos(lineoldlist[list_route[i].name][j - 1], lineoldlist[list_route[i].name][i])));
+
+                        v3.Add(lineoldlist[list_route[i].name][j]);
+                    }
+                    lr.positionCount = v3.Count;
+                    for (int z = 0; z < v3.Count; z++)
+                    {
+                        lr.SetPosition(z, transform.TransformPoint(v3[z]));
+                    }
+                    MaxL = 0;
+                    for (int m = 1; m < v3.Count; m++)
+                    {
+                        MaxL += Vector3.Distance(v3[m - 1], v3[m]);
+                    }
+                    lr.materials[0].SetTextureScale("_MainTex", new Vector2(MaxL * 10 , 1));
+                }
+                else
+                {*/
 
+                    for (int j = 0; j < lineoldlist[list_route[i].name].Count; j++)
+                    {
+                        lr.SetPosition(j, transform.TransformPoint(lineoldlist[list_route[i].name][j]));
+                    }
+                    MaxL = 0;
+                    for (int m = 1; m < lineoldlist[list_route[i].name].Count; m++)
+                    {
+                        MaxL += Vector3.Distance(lineoldlist[list_route[i].name][m - 1], lineoldlist[list_route[i].name][m]);
+                    }
+                    lr.materials[0].SetTextureScale("_MainTex", new Vector2(MaxL * 10, 1));
+                //}
+            }
+        }
+    }
+    public Vector3 GetPos(Vector3 post1, Vector3 post2)
+    {
+        Vector3 pos = Vector3.zero;
+        float dis = Vector3.Distance(post1, post2);//计算距离
+        Vector3 vector = (post2 - post1).normalized; //向量单位化
+        float rand = 0.2f;//随机距离
+        pos = vector * rand; //得到新坐标
+        pos += post1; //使新的坐标点在 post1与 post2之间
+        return pos;
+    }
+    private int _segmentNum = 3;
+
+    List<Vector3> DrawCurve(Vector3 pos1, Vector3 pos2, Vector3 pos3)
+    {
+        List<Vector3> listPos = new List<Vector3>();
+        for (int i = 1; i <= _segmentNum; i++)
+        {
+            float t = i / (float)_segmentNum;
+            int nodeIndex = 0;
+            Vector3 pixel = CalculateCubicBezierPoint(t, pos1,
+                pos2, pos3);
+
+            listPos.Add(pixel);
+
+        }
+        return listPos;
+    }
+    Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2)
+    {
+        float u = 1 - t;
+        float tt = t * t;
+        float uu = u * u;
+
+        Vector3 p = uu * p0;
+        p += 2 * u * t * p1;
+        p += tt * p2;
+
+        return p;
+    }
     /// <summary>
     /// 选择路线
     /// </summary>

+ 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));
+        }
+    }
 }

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