Browse Source

调整编码格式

“hujiajun” 1 year ago
parent
commit
1f1e5473ac
31 changed files with 349 additions and 341 deletions
  1. 8 0
      Assets/Editor.meta
  2. 2 2
      Assets/HotUpdate/DownLoadURLXRItem.cs
  3. 6 6
      Assets/HotUpdate/GameInit.cs
  4. 11 11
      Assets/HotUpdate/MinIoXR.cs
  5. 19 19
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs
  6. 19 19
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs
  7. 19 19
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs
  8. 19 19
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs
  9. 19 19
      Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs
  10. 7 7
      Assets/HotUpdate/Scripts/Scripts/GetHttpTimer.cs
  11. 5 5
      Assets/HotUpdate/Scripts/Scripts/JinRuRenwu.cs
  12. 12 12
      Assets/HotUpdate/Scripts/Scripts/MQTTManager.cs
  13. 2 2
      Assets/HotUpdate/Scripts/Scripts/Main/ProjectMainWindow.cs
  14. 10 10
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ARSaoTuManager.cs
  15. 3 3
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/CaoZuoLanManager.cs
  16. 12 12
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ChangeCameraSaoMiao.cs
  17. 13 13
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/PaiZhaoDataManager.cs
  18. 7 7
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/PlayerToImage.cs
  19. 13 13
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/RenWuTypeWindow.cs
  20. 5 5
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/SaoTuManager.cs
  21. 7 7
      Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ShowModelManager.cs
  22. 3 3
      Assets/HotUpdate/Scripts/Scripts/Project/XunJianLieBiaoItem.cs
  23. 4 4
      Assets/HotUpdate/Scripts/Scripts/Project/XunJianLieBiaoWindow.cs
  24. 6 6
      Assets/HotUpdate/Scripts/Scripts/Scripts/LineManager.cs
  25. 29 29
      Assets/HotUpdate/Scripts/Scripts/Scripts/MQTTClient.cs
  26. 17 17
      Assets/HotUpdate/Scripts/Scripts/Scripts/Window/WindowsManager.cs
  27. 2 2
      Assets/HotUpdate/Scripts/Scripts/ShowInfoTipManager.cs
  28. 2 2
      Assets/HotUpdate/Scripts/Scripts/TipAndErrorManager.cs
  29. 2 2
      Assets/HotUpdate/Scripts/Scripts/TopManager.cs
  30. 3 3
      Assets/HotUpdate/Tools/RoadManager.cs
  31. 63 63
      Assets/HotUpdate/Tools/UIScrollScript.cs

+ 8 - 0
Assets/Editor.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 58a464a068f414aec8460ef6071d9233
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 2 - 2
Assets/HotUpdate/DownLoadURLXRItem.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+锘縰sing System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using UnityEngine;
@@ -30,7 +30,7 @@ public class DownLoadURLXRItem : MonoBehaviour
                 downLoadingList.Add(config.url,new List<DownLoadUrlConfig>());
                 downLoadingList[config.url].Add(config);
                 string filePath = config.url;
-                Debug.Log("准备下载" + filePath);
+                Debug.Log("鍑嗗�涓嬭浇" + filePath);
                 UnityWebRequest www = UnityWebRequest.Get(filePath);
                 www.SendWebRequest();
 

+ 6 - 6
Assets/HotUpdate/GameInit.cs

@@ -1,4 +1,4 @@
-
+锘�
 using LitJson;
 using System;
 using System.Collections;
@@ -18,7 +18,7 @@ public class GameInit : MonoBehaviour
     string HotUpdateAllAssets = "HotUpdateAllAssets";
     void Start()
     {
-        text.text = "正在下载主要资源";
+        text.text = "姝e湪涓嬭浇涓昏�璧勬簮";
         this.transform.SetParent(OpenXRCamera.Instance.head.transform);
         this.transform.localPosition = Vector3.zero;
         this.transform.localEulerAngles = Vector3.zero;
@@ -70,7 +70,7 @@ public class GameInit : MonoBehaviour
         Task<byte[]> Tb2 = File.ReadAllBytesAsync(filePath);
         yield return Tb2;
 
-        text.text = "正在解析配置";
+        text.text = "姝e湪瑙f瀽閰嶇疆";
         slider.gameObject.SetActive(false);
 
         AssetBundleCreateRequest acr = AssetBundle.LoadFromMemoryAsync(Tb2.Result);
@@ -85,7 +85,7 @@ public class GameInit : MonoBehaviour
 
         ablist = acr.assetBundle;
         AssetBundleRequest abr = acr.assetBundle.LoadAssetAsync<GameObject>("MREduastryStart");
-        text.text = "正在加载配置";
+        text.text = "姝e湪鍔犺浇閰嶇疆";
         while (!abr.isDone)
         {
             text2.text = (abr.progress * 100).ToString("F2") + "%";
@@ -133,7 +133,7 @@ public class GameInit : MonoBehaviour
 #endif
         else
         {
-            text.text = "正在加载主要资源";
+            text.text = "姝e湪鍔犺浇涓昏�璧勬簮";
             byte[] assetData = www.downloadHandler.data;
 
 
@@ -158,7 +158,7 @@ public class GameInit : MonoBehaviour
             slider.gameObject.SetActive(true);
             ablist = acr.assetBundle;
             AssetBundleRequest abr = acr.assetBundle.LoadAssetAsync<GameObject>("MREduastryStart");
-            text.text = "正在生成资源";
+            text.text = "姝e湪鐢熸垚璧勬簮";
             while (!abr.isDone)
             {
                 text2.text = (abr.progress * 100).ToString("F2") + "%";

+ 11 - 11
Assets/HotUpdate/MinIoXR.cs

@@ -1,4 +1,4 @@
-
+锘�
 using Minio;
 using Minio.DataModel.Args;
 using Minio.Exceptions;
@@ -118,7 +118,7 @@ public class MinIoXR
 
     }
     /// <summary>
-    /// 运行模式下Texture转换成Texture2D
+    /// 杩愯�妯″紡涓婽exture杞�崲鎴怲exture2D
     /// </summary>
     /// <param name="texture"></param>
     /// <returns></returns>
@@ -140,11 +140,11 @@ public class MinIoXR
     }
 
     /// <summary>
-    /// 获取文件
+    /// 鑾峰彇鏂囦欢
     /// </summary>
-    /// <param name="projectId">巡检ID</param>
-    /// <param name="Index">步骤ID</param>
-    /// <param name="imgIndex">步骤ID内图片ID</param>
+    /// <param name="projectId">宸℃�ID</param>
+    /// <param name="Index">姝ラ�ID</param>
+    /// <param name="imgIndex">姝ラ�ID鍐呭浘鐗嘔D</param>
     /// <param name="callBack"></param>
     public void getFile(int projectId, string Index, int imgIndex, Action<Texture2D> callBack)//, string path
     {
@@ -209,15 +209,15 @@ public class MinIoXR
         return bytes;
     }
     /// <summary>
-    /// 请求图片
+    /// 璇锋眰鍥剧墖
     /// </summary>
-    /// <param name="url">图片地址,like 'http://www.my-server.com/image.png '</param>
-    /// <param name="action">请求发起后处理回调结果的委托,处理请求结果的图片</param>
+    /// <param name="url">鍥剧墖鍦板潃,like 'http://www.my-server.com/image.png '</param>
+    /// <param name="action">璇锋眰鍙戣捣鍚庡�鐞嗗洖璋冪粨鏋滅殑濮旀墭,澶勭悊璇锋眰缁撴灉鐨勫浘鐗�</param>
     /// <returns></returns>
     IEnumerator _GetTexture(string url, Action<Texture2D> actionResult)
     {
 #if UNITY_ANDROID
-        //Debug.LogError("请求图片:"+url);
+        //Debug.LogError("璇锋眰鍥剧墖锛�"+url);
         WWW w = new WWW("file://" + url);
         yield return w;
         if (w.isDone)
@@ -235,7 +235,7 @@ public class MinIoXR
         }
         else
         {
-            Debug.Log("下载失败,请检查网络,或者下载地址是否正确: " + uwr.error);
+            Debug.Log("涓嬭浇澶辫触锛岃�妫€鏌ョ綉缁滐紝鎴栬€呬笅杞藉湴鍧€鏄�惁姝g‘: " + uwr.error);
         }
 
         if (actionResult != null)

+ 19 - 19
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM2Image.cs

@@ -1,4 +1,4 @@
-
+锘�
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Sprites;
@@ -66,12 +66,12 @@ namespace UnityEngine.UI
             return v;
         }
 
-        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        //姣忎釜瑙掓渶澶х殑涓夎�褰㈡暟锛屼竴鑸�5-8涓�氨鏈変笉閿欑殑鍦嗚�鏁堟灉锛岃�缃甅ax闃叉�涓嶅繀瑕佺殑鎬ц兘娴�垂
         const int MaxTriangleNum = 20;
         const int MinTriangleNum = 1;
         [SerializeField]
        public float Radius = 10;
-        //使用几个三角形去填充每个角的四分之一圆
+        //浣跨敤鍑犱釜涓夎�褰㈠幓濉�厖姣忎釜瑙掔殑鍥涘垎涔嬩竴鍦�
         [Range(MinTriangleNum, MaxTriangleNum)]
         int TriangleNum = 4;
 
@@ -104,73 +104,73 @@ namespace UnityEngine.UI
                 Radius = this.GetComponent<RawImageDeviceManager>().Radius;
             }
 
-            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            //瀵箁adius鐨勫€煎仛闄愬埗锛屽繀椤诲湪0-杈冨皬鐨勮竟鐨�1/2鐨勮寖鍥村唴
             float radius = Radius;
             if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
             if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
             if (radius < 0) radius = 0;
-            //计算出uv中对应的半径值坐标轴的半径
+            //璁$畻鍑簎v涓��搴旂殑鍗婂緞鍊煎潗鏍囪酱鐨勫崐寰�
             float uvRadiusX = radius / (v.z - v.x);
             float uvRadiusY = radius / (v.w - v.y);
 
-            //01
+            //0锛�1
             vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
 
-            //2,3,4,5
+            //2锛�3锛�4锛�5
             vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
 
-            //6,7,8,9
+            //6锛�7锛�8锛�9
             vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
 
-            //1011
+            //10锛�11
             vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
 
-            //左边的矩形
+            //宸﹁竟鐨勭煩褰�
             vh.AddTriangle(1, 0, 3);
             vh.AddTriangle(1, 3, 4);
-            //中间的矩形
+            //涓�棿鐨勭煩褰�
             vh.AddTriangle(5, 2, 6);
             vh.AddTriangle(5, 6, 9);
-            //右边的矩形
+            //鍙宠竟鐨勭煩褰�
             vh.AddTriangle(8, 7, 10);
             vh.AddTriangle(8, 10, 11);
 
-            //开始构造四个角
+            //寮€濮嬫瀯閫犲洓涓��
             List<Vector2> vCenterList = new List<Vector2>();
             List<Vector2> uvCenterList = new List<Vector2>();
             List<int> vCenterVertList = new List<int>();
 
-            //右上角的圆心
+            //鍙充笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(7);
 
-            //左上角的圆心
+            //宸︿笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(3);
 
-            //左下角的圆心
+            //宸︿笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(4);
 
-            //右下角的圆心
+            //鍙充笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(8);
 
-            //每个三角形的顶角
+            //姣忎釜涓夎�褰㈢殑椤惰�
             float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
-            //当前的角度
+            //褰撳墠鐨勮�搴�
             float curDegree = 0;
 
             for (int i = 0; i < vCenterVertList.Count; i++)

+ 19 - 19
Assets/HotUpdate/ProceduralUIImage/Scripts/ProcedurM3Image.cs

@@ -1,4 +1,4 @@
-
+锘�
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Sprites;
@@ -66,12 +66,12 @@ namespace UnityEngine.UI
             return v;
         }
 
-        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        //姣忎釜瑙掓渶澶х殑涓夎�褰㈡暟锛屼竴鑸�5-8涓�氨鏈変笉閿欑殑鍦嗚�鏁堟灉锛岃�缃甅ax闃叉�涓嶅繀瑕佺殑鎬ц兘娴�垂
         const int MaxTriangleNum = 20;
         const int MinTriangleNum = 1;
 
         float Radius = 10;
-        //使用几个三角形去填充每个角的四分之一圆
+        //浣跨敤鍑犱釜涓夎�褰㈠幓濉�厖姣忎釜瑙掔殑鍥涘垎涔嬩竴鍦�
         [Range(MinTriangleNum, MaxTriangleNum)]
         int TriangleNum = 4;
 
@@ -98,73 +98,73 @@ namespace UnityEngine.UI
 
             var color32 = color;
             vh.Clear();
-            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            //瀵箁adius鐨勫€煎仛闄愬埗锛屽繀椤诲湪0-杈冨皬鐨勮竟鐨�1/2鐨勮寖鍥村唴
             float radius = Radius;
             if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
             if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
             if (radius < 0) radius = 0;
-            //计算出uv中对应的半径值坐标轴的半径
+            //璁$畻鍑簎v涓��搴旂殑鍗婂緞鍊煎潗鏍囪酱鐨勫崐寰�
             float uvRadiusX = radius / (v.z - v.x);
             float uvRadiusY = radius / (v.w - v.y);
 
-            //01
+            //0锛�1
             vh.AddVert(new Vector3(v.x, v.w ), color32, new Vector2(uv.x, uv.w ));
             vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
 
-            //2,3,4,5
+            //2锛�3锛�4锛�5
             vh.AddVert(new Vector3(v.x , v.w), color32, new Vector2(uv.x , uv.w));
             vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
 
-            //6,7,8,9
+            //6锛�7锛�8锛�9
             vh.AddVert(new Vector3(v.z , v.w), color32, new Vector2(uv.z , uv.w));
             vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
 
-            //1011
+            //10锛�11
             vh.AddVert(new Vector3(v.z, v.w ), color32, new Vector2(uv.z, uv.w ));
             vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
 
-            //左边的矩形
+            //宸﹁竟鐨勭煩褰�
             vh.AddTriangle(1, 0, 3);
             vh.AddTriangle(1, 4, 3);
-            //中间的矩形
+            //涓�棿鐨勭煩褰�
             vh.AddTriangle(5, 2, 6);
             vh.AddTriangle(5, 9, 6);
-            //右边的矩形
+            //鍙宠竟鐨勭煩褰�
             vh.AddTriangle(8, 7, 10);
             vh.AddTriangle(8, 11, 10);
 
-            //开始构造四个角
+            //寮€濮嬫瀯閫犲洓涓��
             List<Vector2> vCenterList = new List<Vector2>();
             List<Vector2> uvCenterList = new List<Vector2>();
             List<int> vCenterVertList = new List<int>();
 
-            //右上角的圆心
+            //鍙充笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(7);
 
-            //左上角的圆心
+            //宸︿笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(3);
 
-            //左下角的圆心
+            //宸︿笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(4);
 
-            //右下角的圆心
+            //鍙充笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(8);
 
-            //每个三角形的顶角
+            //姣忎釜涓夎�褰㈢殑椤惰�
             float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
-            //当前的角度
+            //褰撳墠鐨勮�搴�
             float curDegree = 0;
 
             for (int i = 0; i < vCenterVertList.Count; i++)

+ 19 - 19
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralImage.cs

@@ -1,4 +1,4 @@
-
+锘�
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Sprites;
@@ -194,12 +194,12 @@ namespace UnityEngine.UI {
             return v;
         }
 
-        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        //姣忎釜瑙掓渶澶х殑涓夎�褰㈡暟锛屼竴鑸�5-8涓�氨鏈変笉閿欑殑鍦嗚�鏁堟灉锛岃�缃甅ax闃叉�涓嶅繀瑕佺殑鎬ц兘娴�垂
         const int MaxTriangleNum = 20;
         const int MinTriangleNum = 1;
 
         public float Radius=10;
-        //使用几个三角形去填充每个角的四分之一圆
+        //浣跨敤鍑犱釜涓夎�褰㈠幓濉�厖姣忎釜瑙掔殑鍥涘垎涔嬩竴鍦�
         [Range(MinTriangleNum, MaxTriangleNum)]
         public int TriangleNum=6;
         /// <summary>
@@ -213,73 +213,73 @@ namespace UnityEngine.UI {
 
             var color32 = color;
             vh.Clear();
-            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            //瀵箁adius鐨勫€煎仛闄愬埗锛屽繀椤诲湪0-杈冨皬鐨勮竟鐨�1/2鐨勮寖鍥村唴
             float radius = Radius;
             if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
             if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
             if (radius < 0) radius = 0;
-            //计算出uv中对应的半径值坐标轴的半径
+            //璁$畻鍑簎v涓��搴旂殑鍗婂緞鍊煎潗鏍囪酱鐨勫崐寰�
             float uvRadiusX = radius / (v.z - v.x);
             float uvRadiusY = radius / (v.w - v.y);
 
-                //01
+                //0锛�1
                 vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
                 vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
 
-                //2,3,4,5
+                //2锛�3锛�4锛�5
                 vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
                 vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
                 vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
                 vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
 
-                //6,7,8,9
+                //6锛�7锛�8锛�9
                 vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
                 vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
                 vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
                 vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
 
-                //1011
+                //10锛�11
                 vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
                 vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
 
-            //左边的矩形
+            //宸﹁竟鐨勭煩褰�
             vh.AddTriangle(1, 0, 3);
             vh.AddTriangle(1, 4, 3);
-            //中间的矩形
+            //涓�棿鐨勭煩褰�
             vh.AddTriangle(5, 2, 6);
             vh.AddTriangle(5, 9, 6);
-            //右边的矩形
+            //鍙宠竟鐨勭煩褰�
             vh.AddTriangle(8, 7, 10);
             vh.AddTriangle(8, 11, 10);
 
-            //开始构造四个角
+            //寮€濮嬫瀯閫犲洓涓��
             List<Vector2> vCenterList = new List<Vector2>();
             List<Vector2> uvCenterList = new List<Vector2>();
             List<int> vCenterVertList = new List<int>();
 
-            //右上角的圆心
+            //鍙充笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(7);
 
-            //左上角的圆心
+            //宸︿笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(3);
 
-            //左下角的圆心
+            //宸︿笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(4);
 
-            //右下角的圆心
+            //鍙充笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(8);
 
-            //每个三角形的顶角
+            //姣忎釜涓夎�褰㈢殑椤惰�
             float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
-            //当前的角度
+            //褰撳墠鐨勮�搴�
             float curDegree = 0;
 
             for (int i = 0; i < vCenterVertList.Count; i++)

+ 19 - 19
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralMImage.cs

@@ -1,4 +1,4 @@
-
+锘�
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Sprites;
@@ -64,12 +64,12 @@ namespace UnityEngine.UI {
             return v;
         }
 
-        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        //姣忎釜瑙掓渶澶х殑涓夎�褰㈡暟锛屼竴鑸�5-8涓�氨鏈変笉閿欑殑鍦嗚�鏁堟灉锛岃�缃甅ax闃叉�涓嶅繀瑕佺殑鎬ц兘娴�垂
         const int MaxTriangleNum = 20;
         const int MinTriangleNum = 1;
 
          float Radius=10;
-        //使用几个三角形去填充每个角的四分之一圆
+        //浣跨敤鍑犱釜涓夎�褰㈠幓濉�厖姣忎釜瑙掔殑鍥涘垎涔嬩竴鍦�
         [Range(MinTriangleNum, MaxTriangleNum)]
          int TriangleNum=4;
 
@@ -95,73 +95,73 @@ namespace UnityEngine.UI {
 
             var color32 = color;
             vh.Clear();
-            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            //瀵箁adius鐨勫€煎仛闄愬埗锛屽繀椤诲湪0-杈冨皬鐨勮竟鐨�1/2鐨勮寖鍥村唴
             float radius = Radius;
             if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
             if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
             if (radius < 0) radius = 0;
-            //计算出uv中对应的半径值坐标轴的半径
+            //璁$畻鍑簎v涓��搴旂殑鍗婂緞鍊煎潗鏍囪酱鐨勫崐寰�
             float uvRadiusX = radius / (v.z - v.x);
             float uvRadiusY = radius / (v.w - v.y);
 
-            //01
+            //0锛�1
             vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x, v.y ), color32, new Vector2(uv.x, uv.y ));
 
-            //2,3,4,5
+            //2锛�3锛�4锛�5
             vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.x , v.y), color32, new Vector2(uv.x , uv.y));
 
-            //6,7,8,9
+            //6锛�7锛�8锛�9
             vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.z , v.y), color32, new Vector2(uv.z , uv.y));
 
-            //1011
+            //10锛�11
             vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z, v.y ), color32, new Vector2(uv.z, uv.y ));
 
-            //左边的矩形
+            //宸﹁竟鐨勭煩褰�
             vh.AddTriangle(1, 0, 3);
             vh.AddTriangle(1, 4, 3);
-            //中间的矩形
+            //涓�棿鐨勭煩褰�
             vh.AddTriangle(5, 2, 6);
             vh.AddTriangle(5, 9, 6);
-            //右边的矩形
+            //鍙宠竟鐨勭煩褰�
             vh.AddTriangle(8, 7, 10);
             vh.AddTriangle(8, 11, 10);
 
-            //开始构造四个角
+            //寮€濮嬫瀯閫犲洓涓��
             List<Vector2> vCenterList = new List<Vector2>();
             List<Vector2> uvCenterList = new List<Vector2>();
             List<int> vCenterVertList = new List<int>();
 
-            //右上角的圆心
+            //鍙充笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(7);
 
-            //左上角的圆心
+            //宸︿笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(3);
 
-            //左下角的圆心
+            //宸︿笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
           //  vCenterVertList.Add(4);
 
-            //右下角的圆心
+            //鍙充笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
            // vCenterVertList.Add(8);
 
-            //每个三角形的顶角
+            //姣忎釜涓夎�褰㈢殑椤惰�
             float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
-            //当前的角度
+            //褰撳墠鐨勮�搴�
             float curDegree = 0;
 
             for (int i = 0; i < vCenterVertList.Count; i++)

+ 19 - 19
Assets/HotUpdate/ProceduralUIImage/Scripts/ProceduralYuanImage.cs

@@ -1,4 +1,4 @@
-
+锘�
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Sprites;
@@ -64,12 +64,12 @@ namespace UnityEngine.UI {
             return v;
         }
 
-        //每个角最大的三角形数,一般5-8个就有不错的圆角效果,设置Max防止不必要的性能浪费
+        //姣忎釜瑙掓渶澶х殑涓夎�褰㈡暟锛屼竴鑸�5-8涓�氨鏈変笉閿欑殑鍦嗚�鏁堟灉锛岃�缃甅ax闃叉�涓嶅繀瑕佺殑鎬ц兘娴�垂
         const int MaxTriangleNum = 20;
         const int MinTriangleNum = 1;
 
          float Radius=120;
-        //使用几个三角形去填充每个角的四分之一圆
+        //浣跨敤鍑犱釜涓夎�褰㈠幓濉�厖姣忎釜瑙掔殑鍥涘垎涔嬩竴鍦�
         [Range(MinTriangleNum, MaxTriangleNum)]
          int TriangleNum=10;
 
@@ -95,73 +95,73 @@ namespace UnityEngine.UI {
 
             var color32 = color;
             vh.Clear();
-            //对radius的值做限制,必须在0-较小的边的1/2的范围内
+            //瀵箁adius鐨勫€煎仛闄愬埗锛屽繀椤诲湪0-杈冨皬鐨勮竟鐨�1/2鐨勮寖鍥村唴
             float radius = Radius;
             if (radius > (v.z - v.x) / 2) radius = (v.z - v.x) / 2;
             if (radius > (v.w - v.y) / 2) radius = (v.w - v.y) / 2;
             if (radius < 0) radius = 0;
-            //计算出uv中对应的半径值坐标轴的半径
+            //璁$畻鍑簎v涓��搴旂殑鍗婂緞鍊煎潗鏍囪酱鐨勫崐寰�
             float uvRadiusX = radius / (v.z - v.x);
             float uvRadiusY = radius / (v.w - v.y);
 
-            //01
+            //0锛�1
             vh.AddVert(new Vector3(v.x, v.w - radius), color32, new Vector2(uv.x, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x, v.y + radius), color32, new Vector2(uv.x, uv.y + uvRadiusY));
 
-            //2,3,4,5
+            //2锛�3锛�4锛�5
             vh.AddVert(new Vector3(v.x + radius, v.w), color32, new Vector2(uv.x + uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.x + radius, v.w - radius), color32, new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y + radius), color32, new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.x + radius, v.y), color32, new Vector2(uv.x + uvRadiusX, uv.y));
 
-            //6,7,8,9
+            //6锛�7锛�8锛�9
             vh.AddVert(new Vector3(v.z - radius, v.w), color32, new Vector2(uv.z - uvRadiusX, uv.w));
             vh.AddVert(new Vector3(v.z - radius, v.w - radius), color32, new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y + radius), color32, new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vh.AddVert(new Vector3(v.z - radius, v.y), color32, new Vector2(uv.z - uvRadiusX, uv.y));
 
-            //1011
+            //10锛�11
             vh.AddVert(new Vector3(v.z, v.w - radius), color32, new Vector2(uv.z, uv.w - uvRadiusY));
             vh.AddVert(new Vector3(v.z, v.y + radius), color32, new Vector2(uv.z, uv.y + uvRadiusY));
 
-            //左边的矩形
+            //宸﹁竟鐨勭煩褰�
             vh.AddTriangle(1, 0, 3);
             vh.AddTriangle(1, 3, 4);
-            //中间的矩形
+            //涓�棿鐨勭煩褰�
             vh.AddTriangle(5, 2, 6);
             vh.AddTriangle(5, 6, 9);
-            //右边的矩形
+            //鍙宠竟鐨勭煩褰�
             vh.AddTriangle(8, 7, 10);
             vh.AddTriangle(8, 10, 11);
 
-            //开始构造四个角
+            //寮€濮嬫瀯閫犲洓涓��
             List<Vector2> vCenterList = new List<Vector2>();
             List<Vector2> uvCenterList = new List<Vector2>();
             List<int> vCenterVertList = new List<int>();
 
-            //右上角的圆心
+            //鍙充笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(7);
 
-            //左上角的圆心
+            //宸︿笂瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.w - radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.w - uvRadiusY));
             vCenterVertList.Add(3);
 
-            //左下角的圆心
+            //宸︿笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.x + radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.x + uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(4);
 
-            //右下角的圆心
+            //鍙充笅瑙掔殑鍦嗗績
             vCenterList.Add(new Vector2(v.z - radius, v.y + radius));
             uvCenterList.Add(new Vector2(uv.z - uvRadiusX, uv.y + uvRadiusY));
             vCenterVertList.Add(8);
 
-            //每个三角形的顶角
+            //姣忎釜涓夎�褰㈢殑椤惰�
             float degreeDelta = (float)(Mathf.PI / 2 / TriangleNum);
-            //当前的角度
+            //褰撳墠鐨勮�搴�
             float curDegree = 0;
 
             for (int i = 0; i < vCenterVertList.Count; i++)

+ 7 - 7
Assets/HotUpdate/Scripts/Scripts/GetHttpTimer.cs

@@ -1,4 +1,4 @@
-using Newtonsoft.Json.Linq;
+锘縰sing Newtonsoft.Json.Linq;
 using System;
 using System.Collections;
 using System.Collections.Generic;
@@ -49,20 +49,20 @@ public class GetHttpTimer : MonoSingleton<GetHttpTimer>
         return UnixTimeStampToDateTime((timestamp+(long)nowTimes));
     }
 
-    // 将Unix时间戳转换为DateTime
+    // 灏哢nix鏃堕棿鎴宠浆鎹�负DateTime
     DateTime UnixTimeStampToDateTime(long unixTimeStamp)
     {
 
       //  string times = unixTimeStamp.ToString() + "000";
 
       //  long timestamp = long.Parse(times);
-        // Unix起始时间
+        // Unix璧峰�鏃堕棿
       //  DateTime unixEpoch = new DateTime(1970, 1, 1, 0, 0, 0, DateTimeKind.);
 
 
-        DateTime startTime = System.TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1));//获取时间戳
+        DateTime startTime = System.TimeZone.CurrentTimeZone.ToLocalTime(new System.DateTime(1970, 1, 1));//鑾峰彇鏃堕棿鎴�
         DateTime dt = startTime.AddSeconds(unixTimeStamp);
-        // 将时间戳转换为DateTime
+        // 灏嗘椂闂存埑杞�崲涓篋ateTime
         return dt;
 
 
@@ -71,9 +71,9 @@ public class GetHttpTimer : MonoSingleton<GetHttpTimer>
     }
 
     /// <summary>    
-    /// 时间戳转为C#格式时间    
+    /// 鏃堕棿鎴宠浆涓篊#鏍煎紡鏃堕棿    
     /// </summary>    
-    /// <param name=”timeStamp”></param>    
+    /// <param name=鈥漷imeStamp鈥�></param>    
     /// <returns></returns>    
     public static DateTime ConvertStringToDateTime(string timeStamp)
     {

+ 5 - 5
Assets/HotUpdate/Scripts/Scripts/JinRuRenwu.cs

@@ -1,4 +1,4 @@
-using Immersal.AR;
+锘縰sing Immersal.AR;
 using LitJson;
 using Newtonsoft.Json;
 using Newtonsoft.Json.Linq;
@@ -105,7 +105,7 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
                 saotuTip.GetComponent<SaoTuManager>().showSaoTu();
                 break;
             case RenWuModelType.DianYun:
-                ShowInfoTipManager.Instance.showTip("正在加载点云地图");
+                ShowInfoTipManager.Instance.showTip("姝e湪鍔犺浇鐐逛簯鍦板浘");
 
                 if (DianYunManager.Instance)
                 {
@@ -437,7 +437,7 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
     public void gotoRTC()
     {
 
-        WindowsManager.Instance.show(WindowConfig.windowType.Tip2, false, "敬请期待!");
+        WindowsManager.Instance.show(WindowConfig.windowType.Tip2, false, "鏁��鏈熷緟!");
 
 
         /*
@@ -445,7 +445,7 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
         backTip.Add("test1");
         backTip.Add("test2");
         backTip.Add("test3");
-        WindowsManager.Instance.show(WindowConfig.windowType.Tip, false, WindowsManager.Instance.getTip1Data("提示", "敬请期待!", true, true, "icon", Color.gray, backTip).ToJson());*/
+        WindowsManager.Instance.show(WindowConfig.windowType.Tip, false, WindowsManager.Instance.getTip1Data("鎻愮ず", "鏁��鏈熷緟!", true, true, "icon", Color.gray, backTip).ToJson());*/
     }
 
     public void showAll()
@@ -650,7 +650,7 @@ public class JinRuRenwu : WindowSingleton<JinRuRenwu>
         saotuTip.SetActive(false);
         StartGo.SetActive(true);
         ARSpace.isFind = false;
-        // 任务上报  
+        // 浠诲姟涓婃姤  
 
         //JsonData jsonData = new JsonData();
         //jsonData["projectInspectionTaskId"] = rwitem.projectInspectionId;

+ 12 - 12
Assets/HotUpdate/Scripts/Scripts/MQTTManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+锘縰sing LitJson;
 using Newtonsoft.Json;
 using Newtonsoft.Json.Linq;
 using System.Collections;
@@ -12,9 +12,9 @@ public class MQTTManager : MonoSingleton<MQTTManager>
 
     public string front = "client/";
     public string id = "";
-    public string username = "u@unity3";// 需要根据服务器设置
-    public string password = null;// 需要根据服务器设置
-    public string rid = "mqttx_b4c02ddc"; //其他人的ID
+    public string username = "u@unity3";// 闇€瑕佹牴鎹�湇鍔″櫒璁剧疆
+    public string password = null;// 闇€瑕佹牴鎹�湇鍔″櫒璁剧疆
+    public string rid = "mqttx_b4c02ddc"; //鍏朵粬浜虹殑ID
     public string clientId = "";
     public string account;
     public string roomId;
@@ -29,7 +29,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
     public static string certification;
 
     /// <summary>
-    ///  获取信令
+    ///  鑾峰彇淇′护
     /// </summary>
     public void Signal()
     {
@@ -63,7 +63,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
         }
         else
         {
-            Debug.LogError("MQTT 获取信令失败 !!!" + obj["code"].ToString());
+            Debug.LogError("MQTT 鑾峰彇淇′护澶辫触 锛侊紒锛�" + obj["code"].ToString());
         }
     }
 
@@ -86,7 +86,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
         }
         else
         {
-            Debug.LogError("获取用户信息失败 !!!" + obj["code"].ToString());
+            Debug.LogError("鑾峰彇鐢ㄦ埛淇℃伅澶辫触 锛侊紒锛�" + obj["code"].ToString());
         }
     }
 
@@ -95,7 +95,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
         MQTTManager.Instance.roomId = id;
         //   MQTTClient.Instance.roomId = "9527";
 
-        // 订阅房间频道
+        // 璁㈤槄鎴块棿棰戦亾
 
         MQTTClient.Instance.Subscribe(MQTTManager.Instance.front + "room/" + id);
 
@@ -109,7 +109,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
     }
 
     /// <summary>
-    /// 发送消息
+    /// 鍙戦€佹秷鎭�
     /// </summary>
     /// <param name="msg"></param>
     public void PushMsg(string msg)
@@ -118,7 +118,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
         {
             JsonData json = new JsonData();
             json["account"] = MQTTManager.Instance.account;
-            json["Sid"] = "sid";//选择的场景id
+            json["Sid"] = "sid";//閫夋嫨鐨勫満鏅痠d
             json["msg"] = msg;
             MQTTClient.Instance.publish(Encoding.UTF8.GetBytes(json.ToJson()));
 
@@ -127,7 +127,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
     }
 
     /// <summary>
-    /// 发送消息
+    /// 鍙戦€佹秷鎭�
     /// </summary>
     /// <param name="msg"></param>
     public void PushMsg(string channelID, string msg)
@@ -143,7 +143,7 @@ public class MQTTManager : MonoSingleton<MQTTManager>
     }
 
     /// <summary>
-    ///  接受消息
+    ///  鎺ュ彈娑堟伅
     /// </summary>
     /// <param name="msg"></param>
     public void Received(string msg)

+ 2 - 2
Assets/HotUpdate/Scripts/Scripts/Main/ProjectMainWindow.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using XRTool.Util;
@@ -12,7 +12,7 @@ public class ProjectMainWindow : WindowSingleton<ProjectMainWindow>
 
     public void showRtc()
     {
-        ShowInfoTipManager.Instance.showTip("ÔÝ먦·Å,¾´ÇëÆÚ´ý");
+        ShowInfoTipManager.Instance.showTip("暂未开放,敬请期待");
         TimerMgr.Instance.CreateTimer(()=> { ShowInfoTipManager.Instance.closeTip(); },2f);
         //WindowsManager.Instance.show(WindowConfig.windowType.RoomMain);
     }

+ 10 - 10
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ARSaoTuManager.cs

@@ -1,4 +1,4 @@
-using easyar;
+using easyar;
 using System;
 using System.Collections;
 using System.Collections.Generic;
@@ -20,13 +20,13 @@ public class ARSaoTuManager : MonoSingleton<ARSaoTuManager>
 
     private void Update()
     {
-        // °´KÌø¹ýɨͼ
+        // 按K跳过扫图
         if (Input.GetKeyDown(KeyCode.K))
         {
             if (XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData != null)
-                Debug.Log("µ±Ç°ÈÎÎñµÚ" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "¸ö" + "ʶ±ðͼÃû³ÆÎª" + "TargetImage_" + XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData.Name);
+                Debug.Log("当�任务第" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "个" + "识别图�称为" + "TargetImage_" + XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData.Name);
             else
-                Debug.Log("µ±Ç°ÈÎÎñµÚ" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "¸ö£¬Ã»ÓÐʶ±ðͼ");
+                Debug.Log("当�任务第" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "个,没有识别图");
             if (XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData != null)
             {
                 Debug.Log("showshowshowshowshowshow");
@@ -39,13 +39,13 @@ public class ARSaoTuManager : MonoSingleton<ARSaoTuManager>
 
     public void closeDevice()
     {
-        Debug.Log("¹Ø±ÕcloseDevice");
+        Debug.Log("关闭closeDevice");
         cameraDevice.Close();
     }
     public void startDevice()
     {
         XRRGBCamera.Instance.stopCamera();
-        Debug.Log("´ò¿ªstartDevice2");
+        Debug.Log("打开startDevice2");
         cameraDevice.Open();
         JinRuRenwu.Instance.StartGo.SetActive(false);
     }
@@ -57,9 +57,9 @@ public class ARSaoTuManager : MonoSingleton<ARSaoTuManager>
             arg1.TargetFound += ()=> {
 
                 if(XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData != null)
-                    Debug.Log("µ±Ç°ÈÎÎñµÚ"+ XunJianDataManager.Instance.chooseXunJian.nowIndex+"¸ö" + "ʶ±ðͼÃû³ÆÎª"+ "TargetImage_" + XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData.Name);
+                    Debug.Log("当�任务第"+ XunJianDataManager.Instance.chooseXunJian.nowIndex+"个" + "识别图�称为"+ "TargetImage_" + XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex].imageData.Name);
                 else
-                    Debug.Log("µ±Ç°ÈÎÎñµÚ" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "¸ö£¬Ã»ÓÐʶ±ðͼ");
+                    Debug.Log("当�任务第" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "个,没有识别图");
 
 
                 if (XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex ].imageData != null && arg1.name == "TargetImage_" + XunJianDataManager.Instance.chooseXunJian.tasksList[XunJianDataManager.Instance.chooseXunJian.nowIndex ].imageData.Name)
@@ -85,7 +85,7 @@ public class ARSaoTuManager : MonoSingleton<ARSaoTuManager>
 
     public void AddARGameObj(ImageFileSourceData listdata)
     {
-        Debug.Log("´ò¿ªstartDevice3");
+        Debug.Log("打开startDevice3");
         Debug.Log("AddARGameObjAddARGameObjAddARGameObj");
         if (check(listdata))
         {
@@ -100,7 +100,7 @@ public class ARSaoTuManager : MonoSingleton<ARSaoTuManager>
             imageOnFind.LoadTarget(im);
             Debug.Log("checkcheckcheckcheckcheck4");
             /*
-            im.ImageFileSource.Path = listdata[i].// Application.streamingAssetsPath + "/Art/16£º9.jpg";
+            im.ImageFileSource.Path = listdata[i].// Application.streamingAssetsPath + "/Art/16:9.jpg";
             im.ImageFileSource.Name = "jpg";
             im.ImageFileSource.Scale = 0.1f;*/
 

+ 3 - 3
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/CaoZuoLanManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+using LitJson;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
@@ -48,7 +48,7 @@ public class CaoZuoLanManager : MonoSingleton<CaoZuoLanManager>
         backTip.Add("1");
         backTip.Add(data.ToJson());
         backTip.Add("3");
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("Ìáʾ", "ÊÇ·ñÐèÒªÅÄÕռǼ?", Color.gray, "icon", backTip, false, "×Ô¶¯Í˳ö", 5, "", "ÐèÒª", "²»ÐèÒª").ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("�示", "是�需��照记录?", Color.gray, "icon", backTip, false, "自动退出", 5, "", "需�", "�需�").ToJson());
 
         JinRuRenwu.Instance.failItem();
         nextInteractable(true);
@@ -74,7 +74,7 @@ public class CaoZuoLanManager : MonoSingleton<CaoZuoLanManager>
     }
     public void gotoNextItem()
     {
-        Debug.Log("×¼±¸½øÈëÏÂÒ»¸öÈÎÎñ==¡·×ܹ²ÈÎÎñ£º" + XunJianDataManager.Instance.chooseXunJian.tasksList.Count+ " µ±Ç°ÈÎÎñ==¡·"+ XunJianDataManager.Instance.chooseXunJian.nowIndex);
+        Debug.Log("准备进入下一个任务==》总共任务:" + XunJianDataManager.Instance.chooseXunJian.tasksList.Count+ " 当�任务==》"+ XunJianDataManager.Instance.chooseXunJian.nowIndex);
         if (XunJianDataManager.Instance.chooseXunJian.tasksList.Count > (XunJianDataManager.Instance.chooseXunJian.nowIndex + 1))
         {
 

+ 12 - 12
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ChangeCameraSaoMiao.cs

@@ -1,4 +1,4 @@
-using easyar;
+锘縰sing easyar;
 using LitJson;
 using Newtonsoft.Json;
 using Newtonsoft.Json.Linq;
@@ -68,7 +68,7 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
     //            backTip.Add(data.ToJson());
     //            backTip.Add(data.ToJson());
     //            backTip.Add(data.ToJson());
-    //            WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("提示", "识别图未找到!"+ rw.imageUrl, Color.gray, "icon", backTip, true, "识别图错误", 5).ToJson());
+    //            WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("鎻愮ず", "璇嗗埆鍥炬湭鎵惧埌!"+ rw.imageUrl, Color.gray, "icon", backTip, true, "璇嗗埆鍥鹃敊璇�", 5).ToJson());
 
     //        }
     //        else
@@ -97,7 +97,7 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
         saomiao.SetActive(true);
         XunJianTasks rw = ri;
 
-        Debug.Log("DGJ ====》showsaomiao " + JsonConvert.SerializeObject(ri));
+        Debug.Log("DGJ ====銆媠howsaomiao " + JsonConvert.SerializeObject(ri));
 
 
         //});
@@ -108,11 +108,11 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
         }
         else
         {
-            Debug.Log("打开startDevice42" + ri.diagram.Count);
+            Debug.Log("鎵撳紑startDevice42" + ri.diagram.Count);
             for (int i = 0; i < ri.diagram.Count; i++)
             {
-                Debug.Log("打开startDevice43" + ri.diagram[i].path);
-                // 下载识别图 处理
+                Debug.Log("鎵撳紑startDevice43" + ri.diagram[i].path);
+                // 涓嬭浇璇嗗埆鍥� 澶勭悊
 
                 DownLoadXRManager.DownLoadForFilePath(DownLoadXRManager.getTestData(ri.diagram[i].path, "minio"), (string bytes) =>
                 {
@@ -125,7 +125,7 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
                         backTip.Add(data.ToJson());
                         backTip.Add(data.ToJson());
                         backTip.Add(data.ToJson());
-                        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("提示", "识别图未找到!" + rw.diagram, Color.gray, "icon", backTip, true, "识别图错误", 5).ToJson());
+                        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("鎻愮ず", "璇嗗埆鍥炬湭鎵惧埌!" + rw.diagram, Color.gray, "icon", backTip, true, "璇嗗埆鍥鹃敊璇�", 5).ToJson());
 
                     }
                     else
@@ -136,12 +136,12 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
                         data.PathType = PathType.Absolute;
                         data.Scale = 0.1f;
                         rw.imageData = data;
-                        Debug.Log("打开startDevice1" + data.Path);
-                        Debug.Log("打开startDevice1" + data.Name);
+                        Debug.Log("鎵撳紑startDevice1" + data.Path);
+                        Debug.Log("鎵撳紑startDevice1" + data.Name);
                         ARSaoTuManager.Instance.startDevice();
-                        Debug.Log("打开startDevice3");
+                        Debug.Log("鎵撳紑startDevice3");
                         ARSaoTuManager.Instance.AddARGameObj(data);
-                        Debug.Log("打开startDevice4");
+                        Debug.Log("鎵撳紑startDevice4");
                     }
                 }, (float f) =>
                 {
@@ -222,7 +222,7 @@ public class ChangeCameraSaoMiao : MonoSingleton<ChangeCameraSaoMiao>
         PaiZhaoManager.Instance.addVidew(data);
 
 
-        // 文件预上传
+        // 鏂囦欢棰勪笂浼�
 
         FileInfo fileInfo = new FileInfo(pathVideo);
         long sizeInBytes = fileInfo.Length;

+ 13 - 13
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/PaiZhaoDataManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+using LitJson;
 using Newtonsoft.Json.Linq;
 using System.Collections;
 using System.Collections.Generic;
@@ -36,11 +36,11 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
             bts = texture2D.EncodeToPNG();
             fileSize = bts.Length;
             WindowsManager.Instance.DestroyText2D(texture2D);
-            Debug.Log("×¼±¸´æÎļþ===¡·" + bts.Length);
+            Debug.Log("准备存文件===》" + bts.Length);
             int count = 0;
             if(Directory.Exists(Application.persistentDataPath + "/PaiZhao/" + XunJianDataManager.Instance.chooseXunJian.id + "/" + XunJianDataManager.Instance.chooseXunJian.nowIndex))
                 count= Directory.GetFiles(Application.persistentDataPath + "/PaiZhao/" + XunJianDataManager.Instance.chooseXunJian.id + "/" + XunJianDataManager.Instance.chooseXunJian.nowIndex).Length;
-            //ÎļþÁ÷ÐÅÏ¢  
+            //文件�信�  
             //StreamWriter sw;  
             Stream sw;
             string name = count+".png";
@@ -48,7 +48,7 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
             string path = Application.persistentDataPath + "/PaiZhao/" + XunJianDataManager.Instance.chooseXunJian.id + "/" + XunJianDataManager.Instance.chooseXunJian.nowIndex + "/" + name;
 
             filePath = path;
-            Debug.Log("×¼±¸´æÎļþ===¡·" + path);
+            Debug.Log("准备存文件===》" + path);
             FileInfo file = new FileInfo(path);
             try
             {
@@ -69,12 +69,12 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
                 {
                     Directory.CreateDirectory(Application.persistentDataPath + "/PaiZhao/" + XunJianDataManager.Instance.chooseXunJian.id + "/" + XunJianDataManager.Instance.chooseXunJian.nowIndex);
                 }
-                //Èç¹û´ËÎļþ´æÔÚÔò´ò¿ª  
+                //如果此文件存在则打开  
                 //sw = file .Append();  
-                //Èç¹û´ËÎļþ²»´æÔÚÔò´´½¨  
+                //如果此文件�存在则创建  
                 sw = file.Create();
 
-                //ÒÔÐеÄÐÎʽдÈëÐÅÏ¢  
+                //以行的形�写入信�  
                 //sw.WriteLine(info);  
                 sw.Write(bts, 0, bts.Length);
                 sw.Close();
@@ -94,7 +94,7 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
                 backTip.Add(data.ToJson());
                 backTip.Add(data.ToJson());
                 backTip.Add(data.ToJson());
-                WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("Ìáʾ", "²É¼¯Ê§°Ü"+ path, Color.white, "icon", backTip, false, "", 5, "ÖªµÀÁË.", "", "").ToJson());
+                WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("�示", "采集失败"+ path, Color.white, "icon", backTip, false, "", 5, "知�了.", "", "").ToJson());
                 
             }
 
@@ -110,7 +110,7 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
 
         if (fileSize != -1)
         {
-            // ÎļþÔ¤ÉÏ´«
+            // 文件预上传
             JsonData jData = new JsonData();
             jData["size"] = fileSize;
             jData["ext"] = "jpg";
@@ -149,22 +149,22 @@ public class PaiZhaoDataManager : Singleton<PaiZhaoDataManager>
 
 
                     JObject fildData = JObject.Parse(fileDatastr);
-                    // ÎļþÉÏ´«
+                    // 文件上传
                     RoomFileMinio.Instance.PutFile(RoomFileMinio.Instance.bucket, fildData["filePath"].ToString(), fildData["fileName"].ToString(), fildData["objectName"].ToString() + jObject["data"]["uuid"].ToString() + ".jpg", jObject["data"]["uuid"].ToString(), int.Parse(fildData["fileSize"].ToString()), msg =>
                     {
 
-                        // ´æÈëfile
+                        // 存入file
 
                         // XunJianDataManager.Instance.chooseXunJian.tasksList[]
 
 
-                        Debug.Log(" ÎļþÉÏ´«³É¹¦ " + msg);
+                        Debug.Log(" 文件上传�功 " + msg);
                     });
 
                 }
                 else
                 {
-                    Debug.LogError("ÎļþÔ¤ÉÏ´«Ê§°Ü " + str);
+                    Debug.LogError("文件预上传失败 " + str);
                 }
 
             }));

+ 7 - 7
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/PlayerToImage.cs

@@ -1,4 +1,4 @@
-using System;
+using System;
 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
@@ -25,12 +25,12 @@ public class PlayerToImage : MonoSingleton<PlayerToImage>
     }
 
     /// <summary>
-    /// Ìí¼Óµ½¶ÓÁÐ
+    /// 添加到队列
     /// </summary>
     /// <param name="filePath"></param>
     public void LoadVideoImage(string filePath)
     {
-        Debug.Log("filename =0= ¡·"+ filePath);
+        Debug.Log("filename =0= 》"+ filePath);
        VideoQueue.Enqueue(filePath);
     }
     public Queue<string> VideoQueue = new Queue<string>();
@@ -43,7 +43,7 @@ public class PlayerToImage : MonoSingleton<PlayerToImage>
         //LoadVideoImgEvent?.Invoke(url, screenShot, (float)0);
         bool ischeck=true;
         int ct = 0;
-        Debug.Log("filename =1= ¡·" + url);
+        Debug.Log("filename =1= 》" + url);
         while (ischeck)
         {
             ct++;
@@ -56,7 +56,7 @@ public class PlayerToImage : MonoSingleton<PlayerToImage>
         try
         {
 
-            Debug.Log("filename =2= ¡·" + url);
+            Debug.Log("filename =2= 》" + url);
             MediaPlayer.SetUrl(url);
 
             MediaPlayer.GetComponent<MediaPlayerCtrl>().Load(MediaPlayer.GetUrl());
@@ -72,7 +72,7 @@ public class PlayerToImage : MonoSingleton<PlayerToImage>
         yield return new WaitForSeconds(0.5f);
         if(MediaPlayer.IsPlaying())
         {
-            Debug.Log("filename =3= ¡·" + url);
+            Debug.Log("filename =3= 》" + url);
             double len = MediaPlayer.GetMaxTimer();
             MediaPlayer.SetSeek(0.1f);
             yield return new WaitForSeconds(0.5f);
@@ -80,7 +80,7 @@ public class PlayerToImage : MonoSingleton<PlayerToImage>
             yield return RenderTexturesScreenCapture();
             LoadVideoImgEvent?.Invoke(url, screenShot);
             MediaPlayer.Stop();
-            Debug.Log("filename =4= ¡·" + url);
+            Debug.Log("filename =4= 》" + url);
             MediaPlayer.GetComponent<MediaPlayerCtrl>().UnLoad();
 
         }

+ 13 - 13
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/RenWuTypeWindow.cs

@@ -1,4 +1,4 @@
-using System;
+锘縰sing System;
 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
@@ -31,7 +31,7 @@ public class RenWuTypeWindow : MonoBehaviour
                     this.GetComponent<ShowVideoManager>().url = bytes;
                 }, (float f) => {
                    // info.gameObject.SetActive(true);
-                    //info.text = "视频加载中" + f.ToString("F2")+"%";
+                    //info.text = "瑙嗛�鍔犺浇涓�" + f.ToString("F2")+"%";
                 });
                 break;
             case RenWuType.Text:
@@ -46,7 +46,7 @@ public class RenWuTypeWindow : MonoBehaviour
 
 
                   //  info.gameObject.SetActive(true);
-                  //  info.text = "图片加载中" + f.ToString("F2") + "%";
+                  //  info.text = "鍥剧墖鍔犺浇涓�" + f.ToString("F2") + "%";
                 });
                 break;
             case RenWuType.Model:
@@ -57,7 +57,7 @@ public class RenWuTypeWindow : MonoBehaviour
 
 
                     info.gameObject.SetActive(true);
-                    info.text = "模型下载中" + f.ToString("F2") + "%";
+                    info.text = "妯″瀷涓嬭浇涓�" + f.ToString("F2") + "%";
                 });
                 break;
         }
@@ -79,7 +79,7 @@ public class RenWuTypeWindow : MonoBehaviour
         }
         this.data2 = data;
 
-        // Minio  下载对应资源 处理
+        // Minio  涓嬭浇瀵瑰簲璧勬簮 澶勭悊
         switch (data.loadingMethod)
         {
             case 11111:
@@ -90,15 +90,15 @@ public class RenWuTypeWindow : MonoBehaviour
                 //    this.GetComponent<ShowVideoManager>().url = bytes;
                 //}, (float f) => {
                 //    // info.gameObject.SetActive(true);
-                //    //info.text = "视频加载中" + f.ToString("F2")+"%";
+                //    //info.text = "瑙嗛�鍔犺浇涓�" + f.ToString("F2")+"%";
                 //});
                 info.gameObject.SetActive(true);
-                info.text = "视频加载中";
+                info.text = "瑙嗛�鍔犺浇涓�";
                 this.GetComponent<RawImage>().enabled = false;
                 RoomFileMinio.Instance.getFile(RoomFileMinio.Instance.bucket, data.path, rfd =>
                 {
                     info.gameObject.SetActive(false);
-                    info.text = "视频加载中";
+                    info.text = "瑙嗛�鍔犺浇涓�";
                     this.GetComponent<RawImage>().enabled = true;
                     Debug.Log(rfd.url);
                       Debug.Log(rfd.bytes.Length);
@@ -119,7 +119,7 @@ public class RenWuTypeWindow : MonoBehaviour
 
 
                 //    //  info.gameObject.SetActive(true);
-                //    //  info.text = "图片加载中" + f.ToString("F2") + "%";
+                //    //  info.text = "鍥剧墖鍔犺浇涓�" + f.ToString("F2") + "%";
                 //});
 
                 Debug.Log("RoomFileMinio.Instance.bucket====>" + RoomFileMinio.Instance.bucket);
@@ -141,7 +141,7 @@ public class RenWuTypeWindow : MonoBehaviour
 
 
                 //    info.gameObject.SetActive(true);
-                //    info.text = "模型下载中" + f.ToString("F2") + "%";
+                //    info.text = "妯″瀷涓嬭浇涓�" + f.ToString("F2") + "%";
                 //});
                 RoomFileMinio.Instance.getFile(RoomFileMinio.Instance.bucket, data.path, rfd =>
                 {
@@ -212,10 +212,10 @@ public class RenWuTypeWindow : MonoBehaviour
 
     private Sprite GetSprite(Byte[] bytes)
     {
-        //先创建一个Texture2D对象,用于把流数据转成Texture2D
+        //鍏堝垱寤轰竴涓猅exture2D瀵硅薄锛岀敤浜庢妸娴佹暟鎹�浆鎴怲exture2D
         Texture2D texture = new Texture2D(10, 10);
-        texture.LoadImage(bytes);//流数据转换成Texture2D
-        //创建一个Sprite,以Texture2D对象为基础
+        texture.LoadImage(bytes);//娴佹暟鎹�浆鎹㈡垚Texture2D
+        //鍒涘缓涓€涓猄prite,浠�exture2D瀵硅薄涓哄熀纭€
         Sprite sp = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
         return sp;
     }

+ 5 - 5
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/SaoTuManager.cs

@@ -1,4 +1,4 @@
-using Immersal.AR;
+锘縰sing Immersal.AR;
 using LitJson;
 using System.Collections;
 using System.Collections.Generic;
@@ -16,7 +16,7 @@ public class SaoTuManager : MonoSingleton<SaoTuManager>
         backTip.Add(data.ToJson());
         backTip.Add(data.ToJson());
         backTip.Add(data.ToJson());
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("标识图扫描", "请前往第一个任务点并扫描标识图", Color.white, "icon", backTip, false, "", 5, "我已到达", "", "").ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("鏍囪瘑鍥炬壂鎻�", "璇峰墠寰€绗�竴涓�换鍔$偣骞舵壂鎻忔爣璇嗗浘", Color.white, "icon", backTip, false, "", 5, "鎴戝凡鍒拌揪", "", "").ToJson());
 
     }
 
@@ -38,7 +38,7 @@ public class SaoTuManager : MonoSingleton<SaoTuManager>
         backTip.Add(data.ToJson());
         backTip.Add(data.ToJson());
         backTip.Add(data.ToJson());
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("空间扫描", "请环顾四周,眼镜正在扫描识别环境....", Color.white, "icon", backTip, true, "", 10, "", "", "").ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("绌洪棿鎵�弿", "璇风幆椤惧洓鍛�,鐪奸暅姝e湪鎵�弿璇嗗埆鐜��....", Color.white, "icon", backTip, true, "", 10, "", "", "").ToJson());
 
         timeCheck2 = TimerMgr.Instance.CreateTimer(() => {
 
@@ -54,7 +54,7 @@ public class SaoTuManager : MonoSingleton<SaoTuManager>
                 backTip.Add(data.ToJson());
                 backTip.Add(data2.ToJson());
                 backTip.Add(data3.ToJson());
-                WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("空间扫描", "未识别到环境,若已到达巡检区域初始位置,可直接开始", Color.white, "icon", backTip, false, "", 5, "", "重新检测", "直接开始").ToJson());
+                WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("绌洪棿鎵�弿", "鏈�瘑鍒�埌鐜��,鑻ュ凡鍒拌揪宸℃�鍖哄煙鍒濆�浣嶇疆,鍙�洿鎺ュ紑濮�", Color.white, "icon", backTip, false, "", 5, "", "閲嶆柊妫€娴�", "鐩存帴寮€濮�").ToJson());
 
             }
         }, 10);
@@ -69,7 +69,7 @@ public class SaoTuManager : MonoSingleton<SaoTuManager>
                 TimerMgr.Instance.DestroyTimer(timeCheck2);
                 JinRuRenwu.Instance.show();
                 ErrorManager.Instance.gotoBt(0);
-                Debug.Log("发现地图");
+                Debug.Log("鍙戠幇鍦板浘");
             }
         }, 1, 9);
     }

+ 7 - 7
Assets/HotUpdate/Scripts/Scripts/Project/XunJian/进入任务/ShowModelManager.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+锘縰sing System.Collections;
 using System.Collections.Generic;
 using TMPro;
 using TriLibCore;
@@ -26,7 +26,7 @@ public class ShowModelManager : MonoBehaviour
         TriLibModelLoad.Load(url, (AssetLoaderContext ac) => {
             ac.RootGameObject.SetActive(false);
             info.gameObject.SetActive(false);
-            //Debug.Log("模型加载完成");
+            //Debug.Log("妯″瀷鍔犺浇瀹屾垚");
         }, (AssetLoaderContext ac) => {
             info.gameObject.SetActive(false);
             if (root != null)
@@ -34,7 +34,7 @@ public class ShowModelManager : MonoBehaviour
                 Destroy(root);
                 root = null;
             }
-            //Debug.Log("载材质加完成");
+            //Debug.Log("杞芥潗璐ㄥ姞瀹屾垚");
             root = ac.RootGameObject;
             ac.RootGameObject.transform.localEulerAngles = new Vector3(0, -90, 0);
             ac.RootGameObject.transform.localPosition = Vector3.zero;
@@ -51,19 +51,19 @@ public class ShowModelManager : MonoBehaviour
         }, (AssetLoaderContext ac, float f) => {
 
             info.gameObject.SetActive(true);
-            info.text = "模型努力加载中\n" + (f*100).ToString("F2") + "%";
+            info.text = "妯″瀷鍔�姏鍔犺浇涓璡n" + (f*100).ToString("F2") + "%";
             if(f==1)
             {
                 info.gameObject.SetActive(false);
 
             }
-            //Debug.Log("加载中==》" + f);
+            //Debug.Log("鍔犺浇涓�==銆�" + f);
         }, (IContextualizedError error) => {
 
 
             info.gameObject.SetActive(true);
-            info.text = "加载失败" + error;
-            //Debug.Log("加载失败" + error);
+            info.text = "鍔犺浇澶辫触" + error;
+            //Debug.Log("鍔犺浇澶辫触" + error);
         });
     }
 }

+ 3 - 3
Assets/HotUpdate/Scripts/Scripts/Project/XunJianLieBiaoItem.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using static XunJianDataManager;
@@ -35,7 +35,7 @@ public class XunJianLieBiaoItem : MonoBehaviour
 
        
         {
-            // »ñȡѲ¼ìÈÎÎñ   
+            // 获�巡检任务   
             JsonData jsonData = new JsonData();
 
             jsonData["projectInspectionId"] = int.Parse(data.id);
@@ -53,7 +53,7 @@ public class XunJianLieBiaoItem : MonoBehaviour
                 }
                 else
                 {
-                    ShowInfoTipManager.Instance.showTip("ÏîÄ¿·ÃÎʱ»¾Ü¾ø");
+                    ShowInfoTipManager.Instance.showTip("项目访问被拒�");
                     TimerMgr.Instance.CreateTimer(()=> { ShowInfoTipManager.Instance.closeTip(); },2f);
                     data.tasksList = new List<XunJianTasks>();
                 }

+ 4 - 4
Assets/HotUpdate/Scripts/Scripts/Project/XunJianLieBiaoWindow.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+锘縰sing System.Collections;
 using System.Collections.Generic;
 using System.Linq;
 using TMPro;
@@ -58,11 +58,11 @@ public class XunJianLieBiaoWindow : WindowSingleton<XunJianLieBiaoWindow>
                     choosePeople.options.Add(Ddata);
                 }
                 TMP_Dropdown.OptionData Ddata2 = new TMP_Dropdown.OptionData();
-                Ddata2.text = "全部地区";
+                Ddata2.text = "鍏ㄩ儴鍦板尯";
                 chooseArea.options.Add(Ddata2);
                 chooseArea.value = chooseArea.options.Count - 1;
                 TMP_Dropdown.OptionData Ddata3 = new TMP_Dropdown.OptionData();
-                Ddata3.text = "全部人员";
+                Ddata3.text = "鍏ㄩ儴浜哄憳";
                 choosePeople.options.Add(Ddata3);
                 choosePeople.value = choosePeople.options.Count - 1;
 
@@ -125,7 +125,7 @@ public class XunJianLieBiaoWindow : WindowSingleton<XunJianLieBiaoWindow>
 
     public void showRtc()
     {
-        ShowInfoTipManager.Instance.showTip("暂未开放,敬请期待");
+        ShowInfoTipManager.Instance.showTip("鏆傛湭寮€鏀�,鏁��鏈熷緟");
         TimerMgr.Instance.CreateTimer(() => { ShowInfoTipManager.Instance.closeTip(); }, 2f);
         //WindowsManager.Instance.show(WindowConfig.windowType.RoomMain);
     }

+ 6 - 6
Assets/HotUpdate/Scripts/Scripts/Scripts/LineManager.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
@@ -113,11 +113,11 @@ public class LineManager : MonoSingleton<LineManager>
     public Vector3 GetPos(Vector3 post1, Vector3 post2)
     {
         Vector3 pos = Vector3.zero;
-        float dis = Vector3.Distance(post1, post2);//¼ÆËã¾àÀë
-        Vector3 vector = (post2 - post1).normalized; //ÏòÁ¿µ¥Î»»¯
-        float rand =0.2f;//Ëæ»ú¾àÀë
-        pos = vector * rand; //µÃµ½ÐÂ×ø±ê
-        pos += post1; //ʹеÄ×ø±êµãÔÚ post1Óë post2Ö®¼ä
+        float dis = Vector3.Distance(post1, post2);//计算�离
+        Vector3 vector = (post2 - post1).normalized; //����化
+        float rand =0.2f;//�机�离
+        pos = vector * rand; //得到新�标
+        pos += post1; //使新的�标点在 post1与 post2之间
         return pos;
     }
     private int _segmentNum = 10;

+ 29 - 29
Assets/HotUpdate/Scripts/Scripts/Scripts/MQTTClient.cs

@@ -1,4 +1,4 @@
-using LitJson;
+锘縰sing LitJson;
 using login;
 using System;
 using System.Collections;
@@ -13,9 +13,9 @@ public class MQTTClient : MonoSingleton<MQTTClient>
 {
     //public string front = "client/";
     // public string id = "";
-    //public string username = "u@unity3";// 需要根据服务器设置
-    //public string password = null;// 需要根据服务器设置
-    public string rid = "mqttx_b4c02ddc"; //其他人的ID
+    //public string username = "u@unity3";// 闇€瑕佹牴鎹�湇鍔″櫒璁剧疆
+    //public string password = null;// 闇€瑕佹牴鎹�湇鍔″櫒璁剧疆
+    public string rid = "mqttx_b4c02ddc"; //鍏朵粬浜虹殑ID
     //public string account;
     //public string roomId;
     //public string email;
@@ -33,7 +33,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
     // Start is called before the first frame update
     void Start()
     {
-        // 请求文件读取和写入权限
+        // 璇锋眰鏂囦欢璇诲彇鍜屽啓鍏ユ潈闄�
         if (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageRead) ||
             !Permission.HasUserAuthorizedPermission(Permission.ExternalStorageWrite))
         {
@@ -53,7 +53,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
 
     private void OnConnecting()
     {
-        Debug.Log("MQtt  连接中");
+        Debug.Log("MQtt  杩炴帴涓�");
     }
 
     private void onSucceed()
@@ -69,7 +69,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
 
     private void onFaild()
     {
-        Debug.Log("MQtt  连接失败");
+        Debug.Log("MQtt  杩炴帴澶辫触");
     }
 
     // Update is called once per frame
@@ -83,7 +83,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
             }
         }
     }
-    //MQTT接收到的数据
+    //MQTT鎺ユ敹鍒扮殑鏁版嵁
     public void OnUnityReceived(MqttMsgPublishEventArgs obj)
     {
         string msg = Encoding.UTF8.GetString(obj.Message);
@@ -97,7 +97,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
         DisConnect();
     }
 
-    //连接
+    //杩炴帴
     public void Connect()
     {
 
@@ -131,7 +131,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
 
     private void OnClose(EventArgs obj)
     {
-        Debug.Log("断开连接");
+        Debug.Log("鏂�紑杩炴帴");
 
 
     }
@@ -151,7 +151,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
 
 
 
-    //断开连接
+    //鏂�紑杩炴帴
     public void DisConnect()
     {
         if (qt != null && qt.IsConnect())
@@ -160,7 +160,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
     }
 
     /// <summary>
-    /// 订阅频道
+    /// 璁㈤槄棰戦亾
     /// </summary>
     /// <param name="channelID"></param>
     public void Subscribe(string channelID)
@@ -186,7 +186,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
             Debug.Log(" DGJ   =====> Subscribe2");
         }
         else
-            Debug.LogError(" MQTT 未连接 !!!");
+            Debug.LogError(" MQTT 鏈�繛鎺� 锛侊紒锛�");
 
 
 
@@ -206,7 +206,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
         StartCoroutine(sendCameraPos());
     }
 
-    //眼镜端像手机端发送实时位置
+    //鐪奸暅绔�儚鎵嬫満绔�彂閫佸疄鏃朵綅缃�
     IEnumerator sendCameraPos()
     {
         Debug.Log("DGJ  =====>  sendCameraPos" + qt.IsConnect());
@@ -223,38 +223,38 @@ public class MQTTClient : MonoSingleton<MQTTClient>
                 //json["x"] = GameManager.Instance.Player.transform.localPosition.x;
                 //json["y"] = GameManager.Instance.Player.transform.localPosition.y;
                 //json["z"] = GameManager.Instance.Player.transform.localPosition.z;
-                json["Sid"] = "sid";//选择的场景id
+                json["Sid"] = "sid";//閫夋嫨鐨勫満鏅痠d
                 publish(Encoding.UTF8.GetBytes(json.ToJson()));
             }
 
 
         }
     }
-    //眼镜发送触发的景点
+    //鐪奸暅鍙戦€佽Е鍙戠殑鏅�偣
     public void sendActiveSp(string spid, bool isOpen)
     {
         JsonData json = new JsonData();
         json["type"] = "ActiveSp";
-        json["Sid"] = "sid";//选择的场景id
-        json["spid"] = spid;//景点id
-        json["isOpen"] = isOpen;//是否打开
+        json["Sid"] = "sid";//閫夋嫨鐨勫満鏅痠d
+        json["spid"] = spid;//鏅�偣id
+        json["isOpen"] = isOpen;//鏄�惁鎵撳紑
         publish(Encoding.UTF8.GetBytes(json.ToJson()));
-        Debug.Log("MQtt  发送manage");
+        Debug.Log("MQtt  鍙戦€乵anage");
     }
 
 
-    //眼镜发送触发的视频
+    //鐪奸暅鍙戦€佽Е鍙戠殑瑙嗛�
     public void sendActiveVideo(string spid, string videoId, bool isplay, float jindu)
     {
         JsonData json = new JsonData();
         json["type"] = "ActiveVideo";
-        json["Sid"] = "sid";//选择的场景id
-        json["spid"] = spid;//景点id
-        json["videoId"] = videoId;//视频id
-        json["isplay"] = isplay;//是否播放
-        json["jindu"] = jindu;//视频进度
+        json["Sid"] = "sid";//閫夋嫨鐨勫満鏅痠d
+        json["spid"] = spid;//鏅�偣id
+        json["videoId"] = videoId;//瑙嗛�id
+        json["isplay"] = isplay;//鏄�惁鎾�斁
+        json["jindu"] = jindu;//瑙嗛�杩涘害
         publish(Encoding.UTF8.GetBytes(json.ToJson()));
-        Debug.Log("MQtt  发送manage");
+        Debug.Log("MQtt  鍙戦€乵anage");
     }
 
     public void SendCoord()
@@ -279,7 +279,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
         }
         else
         {
-            Debug.LogError(" MQTT  未连接 ");
+            Debug.LogError(" MQTT  鏈�繛鎺� ");
         }
 
     }
@@ -293,7 +293,7 @@ public class MQTTClient : MonoSingleton<MQTTClient>
         }
         else
         {
-            Debug.LogError(" MQTT  未连接 ");
+            Debug.LogError(" MQTT  鏈�繛鎺� ");
         }
 
     }

+ 17 - 17
Assets/HotUpdate/Scripts/Scripts/Scripts/Window/WindowsManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+锘縰sing LitJson;
 using OpenCVForUnity.CoreModule;
 using OpenCVForUnity.UnityUtils;
 using SC.XR.Unity.Module_InputSystem;
@@ -77,7 +77,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     public bool isStart = false;
     IEnumerator CheckIsStart()
     {
-        ///神奇代码 但是不能删除 删除子线程使用opencv会闪退
+        ///绁炲�浠g爜 浣嗘槸涓嶈兘鍒犻櫎 鍒犻櫎瀛愮嚎绋嬩娇鐢╫pencv浼氶棯閫€
         try
         {
             showlog();
@@ -294,7 +294,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
         for (int i = 0; i < list.Count; i++)
         {
             windowItemGameObject wg = showitem(list[i].windowItemGameObjectList, wt);
-            Debug.Log("checkWindow   showitem=windowItemGameObjectList=" + list[i].type);
+            Debug.Log("checkWindow   showitem=windowItemGameObjectList=銆�" + list[i].type);
             if (wg!=null)
             {
                 return wg;
@@ -326,7 +326,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
             ct++;
             if(ct>10000)
             {
-                Debug.LogError("窗口获取失败");
+                Debug.LogError("绐楀彛鑾峰彇澶辫触");
                 return new List<windowItemGameObject>();
             }
         }
@@ -334,11 +334,11 @@ public class WindowsManager : MonoSingleton<WindowsManager>
 
     windowItemGameObject checkWindow( windowType wt, bool needHandle = true)
     {
-        Debug.Log("checkWindow=="+ wt);
-        //寻找
+        Debug.Log("checkWindow==銆�"+ wt);
+        //瀵绘壘
         for (int i = 0; i < windowItemGameObjectList.Count; i++)
         {
-            Debug.Log("checkWindow=windowItemGameObjectList=" + windowItemGameObjectList[i].type+"_"+ windowItemGameObjectList[i].windowItemGameObjectList.Count);
+            Debug.Log("checkWindow=windowItemGameObjectList=銆�" + windowItemGameObjectList[i].type+"_"+ windowItemGameObjectList[i].windowItemGameObjectList.Count);
             if (windowItemGameObjectList[i].type == wt)
             {
                 return windowItemGameObjectList[i];
@@ -355,7 +355,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void showWindow(List<windowItemGameObject.w1> list, windowType wt)
     {
 
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             if (list[i].type == wt)
@@ -370,7 +370,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void showWindow(List<windowItemGameObject> list, windowType wt)
     {
 
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             if (list[i].type == wt)
@@ -384,7 +384,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void closeWindow(List<windowItemGameObject> list, windowType wt)
     {
 
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             if (list[i].type == wt)
@@ -398,7 +398,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void closeWindow(List<windowItemGameObject.w1> list, windowType wt)
     {
 
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             if (list[i].type == wt)
@@ -414,7 +414,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     {
 
         Debug.Log("showManagerWindow");
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             Debug.Log("showManagerWindow" + list[i].type);
@@ -449,7 +449,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void showManagerWindow(List<windowItemGameObject> list, List<windowItemGameObject> wglist, windowType wt, bool needHandle = true)
     {
 
-        //寻找
+        //瀵绘壘
         for (int i = 0; i < list.Count; i++)
         {
             if (list[i].type == wt)
@@ -489,7 +489,7 @@ public class WindowsManager : MonoSingleton<WindowsManager>
         if (tdlist.Count>0&&!isShowTip)
         {
             TipData td = tdlist.Dequeue();
-            Debug.Log("准备显示Tip");
+            Debug.Log("鍑嗗�鏄剧ずTip");
             switch (td.wt)
             {
                 case windowType.Tip2:
@@ -635,16 +635,16 @@ public class WindowsManager : MonoSingleton<WindowsManager>
     void testTip()
     {
 
-        WindowsManager.Instance.show(WindowConfig.windowType.Tip2, false, "敬请期待!");
+        WindowsManager.Instance.show(WindowConfig.windowType.Tip2, false, "鏁��鏈熷緟!");
 
         List<string> backTip = new List<string>();
         backTip.Add("test1");
         backTip.Add("test2");
         backTip.Add("test3");
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("提示", "敬请期待!", Color.gray, "icon", backTip, true, "敬请期待", 5).ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("鎻愮ず", "鏁��鏈熷緟!", Color.gray, "icon", backTip, true, "鏁��鏈熷緟", 5).ToJson());
 
 
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("提示", "敬请期待!", Color.gray, "icon", backTip, false, "敬请期待", 5).ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("鎻愮ず", "鏁��鏈熷緟!", Color.gray, "icon", backTip, false, "鏁��鏈熷緟", 5).ToJson());
 
     }
     public class TipData

+ 2 - 2
Assets/HotUpdate/Scripts/Scripts/ShowInfoTipManager.cs

@@ -1,4 +1,4 @@
-using SC.XR.Unity.Module_InputSystem;
+锘縰sing SC.XR.Unity.Module_InputSystem;
 using System.Collections;
 using System.Collections.Generic;
 using TMPro;
@@ -38,7 +38,7 @@ public class ShowInfoTipManager : MonoSingleton<ShowInfoTipManager>
 
     ///API-No.61
     /// <summary>
-    /// 输入设备Cursor的位置,优先级为Head/BTRight/BTLeft/GTRight/GTLeft/GGTRight/GGLeft
+    /// 杈撳叆璁惧�Cursor鐨勪綅缃�紝浼樺厛绾т负Head/BTRight/BTLeft/GTRight/GTLeft/GGTRight/GGLeft
     /// </summary>
     public static Transform GSXR_Transform
     {

+ 2 - 2
Assets/HotUpdate/Scripts/Scripts/TipAndErrorManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+锘縰sing LitJson;
 using System;
 using System.Collections;
 using System.Collections.Generic;
@@ -48,6 +48,6 @@ public class TipAndErrorManager : WindowSingleton<TipAndErrorManager>
         {
 
         }
-        Debug.Log("提示框的回调"+msg);
+        Debug.Log("鎻愮ず妗嗙殑鍥炶皟"+msg);
     }
 }

+ 2 - 2
Assets/HotUpdate/Scripts/Scripts/TopManager.cs

@@ -1,4 +1,4 @@
-using LitJson;
+using LitJson;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
@@ -21,7 +21,7 @@ public class TopManager : MonoSingleton<TopManager>
         backTip.Add("1");
         backTip.Add(data.ToJson());
         backTip.Add("3");
-        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("Ìáʾ", "ÊÇ·ñÍ˳öÕ˺Å?", Color.gray, "icon", backTip, false, "×Ô¶¯Í˳ö", 5, "", "Í˳ö", "·µ»Ø").ToJson());
+        WindowsManager.Instance.show(WindowConfig.windowType.Error, false, WindowsManager.Instance.getErrorData("�示", "是�退出账�?", Color.gray, "icon", backTip, false, "自动退出", 5, "", "退出", "返回").ToJson());
 
 
     }

+ 3 - 3
Assets/HotUpdate/Tools/RoadManager.cs

@@ -1,4 +1,4 @@
-using System.Collections;
+using System.Collections;
 using System.Collections.Generic;
 using TMPro;
 using UnityEngine;
@@ -45,7 +45,7 @@ public class RoadManager : MonoSingleton<RoadManager>
 
         if (((f) > 0&&f<180) || (f) < -180)
         {
-            textMeshPro.text = "ÏòÓÒ¿´" + Vector3.Distance(StartGo.transform.position, end);
+            textMeshPro.text = "��看" + Vector3.Distance(StartGo.transform.position, end);
             if (Mathf.Abs(f) > 90)
             {
                 StartGo.transform.eulerAngles = new Vector3(0, 90 + OpenXRCamera.Instance.head.eulerAngles.y, 0);
@@ -54,7 +54,7 @@ public class RoadManager : MonoSingleton<RoadManager>
         }
         else
         {
-            textMeshPro.text = "Ïò×ó¿´" + Vector3.Distance(StartGo.transform.position, end);
+            textMeshPro.text = "�左看" + Vector3.Distance(StartGo.transform.position, end);
             if (Mathf.Abs(f) > 90)
             {
                 StartGo.transform.eulerAngles = new Vector3(0, 90 + OpenXRCamera.Instance.head.eulerAngles.y + 180, 0);

+ 63 - 63
Assets/HotUpdate/Tools/UIScrollScript.cs

@@ -1,116 +1,116 @@
-using UnityEngine;
+锘縰sing UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using System.Collections.Generic;
 
 
 /// <summary>  
-/// 设置Item内容的委托  
+/// 璁剧疆Item鍐呭�鐨勫�鎵�  
 /// </summary>  
-/// <param name="item">Item对象</param>  
-/// <param name="wrapIndex">Item在Grid中的序号</param>  
-/// <param name="realIndex">当前Item在List中的序号</param>  
+/// <param name="item">Item瀵硅薄</param>  
+/// <param name="wrapIndex">Item鍦℅rid涓�殑搴忓彿</param>  
+/// <param name="realIndex">褰撳墠Item鍦↙ist涓�殑搴忓彿</param>  
 public delegate void OnUpdateItem(GameObject item, int wrapIndex, int realIndex);
 
 /// <summary>  
-/// 已显示了所有item的委托
+/// 宸叉樉绀轰簡鎵€鏈塱tem鐨勫�鎵�
 /// </summary>   
 public delegate void OnEatUpItem();
 
 
-///注意:当横排滚动时,不能使用横向拉伸布局,不然会有一些额外的多余尺寸问题
-///      同理,当竖排滚动时,不能使用纵向拉伸布局
+///娉ㄦ剰锛氬綋妯�帓婊氬姩鏃讹紝涓嶈兘浣跨敤妯�悜鎷変几甯冨眬锛屼笉鐒朵細鏈変竴浜涢�澶栫殑澶氫綑灏哄�闂��
+///      鍚岀悊锛屽綋绔栨帓婊氬姩鏃讹紝涓嶈兘浣跨敤绾靛悜鎷変几甯冨眬
 
 
 /// <summary>  
-/// 排列方式枚举  
+/// 鎺掑垪鏂瑰紡鏋氫妇  
 /// </summary>  
 public enum ArrangeType
 {
-    Horizontal = 0,//水平排列  
-    Vertical = 1,//垂直排列  
+    Horizontal = 0,//姘村钩鎺掑垪  
+    Vertical = 1,//鍨傜洿鎺掑垪  
 }
 
 public class UIScrollScript : MonoBehaviour
 {
     /// <summary>  
-    /// Item的宽
+    /// Item鐨勫�
     /// </summary>  
     public int cell_x = 100;
     /// <summary>
-    /// Item的高
+    /// Item鐨勯珮
     /// </summary>
     public int cell_y = 100;
 
     /// <summary>  
-    /// Item最小索引
+    /// Item鏈€灏忕储寮�
     /// </summary>  
     public int minIndex = 0;
 
     /// <summary>  
-    /// Item最大数量
+    /// Item鏈€澶ф暟閲�
     /// </summary>  
     public int maxCount = 0;
 
     /// <summary>  
-    /// 排列方式  
+    /// 鎺掑垪鏂瑰紡  
     /// </summary>  
     public ArrangeType arrangeType = ArrangeType.Horizontal;
 
     /// <summary>  
-    /// 行列的个数  
+    /// 琛屽垪鐨勪釜鏁�  
     /// </summary>  
     public int ConstraintCount = 0;
 
     /// <summary>  
-    /// 当前RectTransform对象  
+    /// 褰撳墠RectTransform瀵硅薄  
     /// </summary>  
     RectTransform mRTrans;
 
     /// <summary>  
-    /// ScrollRect组件
+    /// ScrollRect缁勪欢
     /// </summary>  
     public ScrollRect mScroll;
 
     /// <summary>
-    /// Pivot为中心点的坐标
+    /// Pivot涓轰腑蹇冪偣鐨勫潗鏍�
     /// </summary>
     Vector2 pivotChildFactor = new Vector2(0.5f, 0.5f);
 
     /// <summary>  
-    /// 滚动方向  
+    /// 婊氬姩鏂瑰悜  
     /// </summary>  
     bool mHorizontal;
 
     /// <summary>  
-    /// 子物体集合
+    /// 瀛愮墿浣撻泦鍚�
     /// </summary>  
     List<Transform> ChildList = new List<Transform>();
 
     /// <summary>  
-    /// 初始化时区域的长度或者高度的一半
+    /// 鍒濆�鍖栨椂鍖哄煙鐨勯暱搴︽垨鑰呴珮搴︾殑涓€鍗�
     /// </summary>  
     private float extents = 0;
 
 
     /// <summary>
-    /// SrollRect的尺寸
+    /// SrollRect鐨勫昂瀵�
     /// </summary>
     Vector2 SR_size = Vector2.zero;
 
 
     /// <summary>
-    /// SrollRect的尺寸  
+    /// SrollRect鐨勫昂瀵�  
     /// </summary>
     Vector3[] conners = new Vector3[4];
 
     /// <summary>
-    /// ScrollRect的初始位置
+    /// ScrollRect鐨勫垵濮嬩綅缃�
     /// </summary>
     Vector2 startPos;
 
     /// <summary>  
-    /// 设置Item的委托  
+    /// 璁剧疆Item鐨勫�鎵�  
     /// </summary>  
     public OnUpdateItem onUpdateItem;
 
@@ -126,19 +126,19 @@ public class UIScrollScript : MonoBehaviour
     [SerializeField] private float bottomOffset = 0;
 
     /// <summary>
-    /// 一行中元素的间距
+    /// 涓€琛屼腑鍏冪礌鐨勯棿璺�
     /// </summary>
     [SerializeField] private float XSpacing = 0;
 
     /// <summary>
-    /// 一列中元素的间距
+    /// 涓€鍒椾腑鍏冪礌鐨勯棿璺�
     /// </summary>
     [SerializeField] private float YSpacing = 0;
 
 
 
     /// <summary>
-    /// 初始化赋值(目前只会执行一次)
+    /// 鍒濆�鍖栬祴鍊�(鐩�墠鍙�細鎵ц�涓€娆�)
     /// </summary>
     public void Init()
     {
@@ -147,14 +147,14 @@ public class UIScrollScript : MonoBehaviour
 
         SR_size = mScroll.transform.GetComponent<RectTransform>().rect.size;
 
-        //四角坐标  横着数  
+        //鍥涜�鍧愭爣  妯�潃鏁�  
         conners[0] = new Vector3(-SR_size.x / 2f, SR_size.y / 2f, 0);
         conners[1] = new Vector3(SR_size.x / 2f, SR_size.y / 2f, 0);
         conners[2] = new Vector3(-SR_size.x / 2f, -SR_size.y / 2f, 0);
         conners[3] = new Vector3(SR_size.x / 2f, -SR_size.y / 2f, 0);
 
 
-        //将四角坐标转化为绝对的坐标值
+        //灏嗗洓瑙掑潗鏍囪浆鍖栦负缁濆�鐨勫潗鏍囧€�
         for (int i = 0; i < 4; i++)
         {
             Vector3 temp = mScroll.transform.TransformPoint(conners[i]);
@@ -162,14 +162,14 @@ public class UIScrollScript : MonoBehaviour
             conners[i].y = temp.y;
         }
 
-        mRTrans.pivot = new Vector2(0, 1);//设置mRTrans的中心在左上角  
-        mScroll.onValueChanged.AddListener(delegate { WrapContent(); });//添加滚动事件回调  
+        mRTrans.pivot = new Vector2(0, 1);//璁剧疆mRTrans鐨勪腑蹇冨湪宸︿笂瑙�  
+        mScroll.onValueChanged.AddListener(delegate { WrapContent(); });//娣诲姞婊氬姩浜嬩欢鍥炶皟  
         startPos = this.transform.localPosition;
     }
 
 
     /// <summary>  
-    /// ScrollRect复位(比如:重新进入该页面时)
+    /// ScrollRect澶嶄綅锛堟瘮濡傦細閲嶆柊杩涘叆璇ラ〉闈㈡椂锛�
     /// </summary>  
     public void ResetPosition()
     {
@@ -189,7 +189,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>  
-    /// 初始化mChild链表  
+    /// 鍒濆�鍖杕Child閾捐〃  
     /// </summary>  
     /// 
     public void InitList(int minIndex, int maxIndex)
@@ -198,13 +198,13 @@ public class UIScrollScript : MonoBehaviour
         this.minIndex = minIndex;
         this.maxCount = maxIndex;
 
-        //如果横排数量为0,则设置默认为1,避免手误
+        //濡傛灉妯�帓鏁伴噺涓�0锛屽垯璁剧疆榛樿�涓�1锛岄伩鍏嶆墜璇�
         if (ConstraintCount <= 0)
         {
             ConstraintCount = 1;
         }
 
-        //如果最小索引大于了最大索引,则让他俩相等,避免手误
+        //濡傛灉鏈€灏忕储寮曞ぇ浜庝簡鏈€澶х储寮曪紝鍒欒�浠栦咯鐩哥瓑锛岄伩鍏嶆墜璇�
         if (this.minIndex > this.maxCount)
         {
             this.minIndex = this.maxCount;
@@ -232,7 +232,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>
-    /// 更新最大索引数
+    /// 鏇存柊鏈€澶х储寮曟暟
     /// </summary>
     /// <param name="minIndex"></param>
     /// <param name="maxIndex"></param>
@@ -246,29 +246,29 @@ public class UIScrollScript : MonoBehaviour
 
     void ResetChildPosition()
     {
-        ///行数       列数
+        ///琛屾暟       鍒楁暟
         int rows = 1, cols = 1;
 
-        //初始位置
+        //鍒濆�浣嶇疆
         Vector2 startAxis = new Vector2((cell_x / 2f) + leftOffset, (-cell_y / 2f) - topOffset);
 
         if (arrangeType == ArrangeType.Horizontal)
         {
             rows = ConstraintCount;
             cols = (int)Mathf.Ceil((float)ChildList.Count / rows);
-            //(所有子物体宽度的总和 + 所有间距的总和 + 左偏移量 + 右偏移量)/2
+            //锛堟墍鏈夊瓙鐗╀綋瀹藉害鐨勬€诲拰 + 鎵€鏈夐棿璺濈殑鎬诲拰 + 宸﹀亸绉婚噺 + 鍙冲亸绉婚噺锛�/2
             extents = ((cols * cell_x) + (XSpacing * (cols - 1) + leftOffset + rightOffset)) * 0.5f;
         }
         else if (arrangeType == ArrangeType.Vertical)
         {
             cols = ConstraintCount;
             rows = (int)Mathf.Ceil((float)ChildList.Count / (float)cols);
-            //(所有子物体高度的总和 + 所有间距的总和 + 上偏移量 + 下偏移量)/2
+            //锛堟墍鏈夊瓙鐗╀綋楂樺害鐨勬€诲拰 + 鎵€鏈夐棿璺濈殑鎬诲拰 + 涓婂亸绉婚噺 + 涓嬪亸绉婚噺锛�/2
             extents = ((rows * cell_y) + (YSpacing * (rows - 1) + topOffset + bottomOffset)) * 0.5f;
         }
 
 
-        ///初始为所有子物体排列布局
+        ///鍒濆�涓烘墍鏈夊瓙鐗╀綋鎺掑垪甯冨眬
         for (int i = 0; i < ChildList.Count; i++)
         {
             Transform temp = ChildList[i];
@@ -278,19 +278,19 @@ public class UIScrollScript : MonoBehaviour
             trf.pivot = pivotChildFactor;
             trf.anchoredPosition3D = Vector3.zero;
 
-            int x = 0, y = 0;//行列号  
+            int x = 0, y = 0;//琛屽垪鍙�  
             Vector2 pos = Vector2.zero;
             if (arrangeType == ArrangeType.Vertical)
             {
-                x = i / cols; //(行号:0 -1 - 2 - 3 - 4...)
-                y = i % cols;//(列号:0 - 1 - 0 - 1...)
+                x = i / cols; //(琛屽彿锛�0 -1 - 2 - 3 - 4...)
+                y = i % cols;//(鍒楀彿锛�0 - 1 - 0 - 1...)
                 pos = new Vector2((startAxis.x + y * cell_x) + y * XSpacing, (startAxis.y - x * cell_y) - (x * YSpacing));
             }
 
             else if (arrangeType == ArrangeType.Horizontal)
             {
-                x = i % rows;//行号:0 - 1 - 0 - 1...
-                y = i / rows;//列号:0 -1 - 2 - 3 - 4...
+                x = i % rows;//琛屽彿锛�0 - 1 - 0 - 1...
+                y = i / rows;//鍒楀彿锛�0 -1 - 2 - 3 - 4...
                 pos = new Vector2((startAxis.x + y * cell_x) + y * XSpacing, (startAxis.y - x * cell_y) - (x * YSpacing));
             }
 
@@ -298,7 +298,7 @@ public class UIScrollScript : MonoBehaviour
             if (minIndex == maxCount || (i >= minIndex && i < maxCount))
             {
                 temp.gameObject.SetActive(true);
-                UpdateRectsize(pos);//更新panel的尺寸  
+                UpdateRectsize(pos);//鏇存柊panel鐨勫昂瀵�  
                 UpdateItem(temp, i, i);
                 temp.name = i.ToString();
             }
@@ -311,7 +311,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>  
-    /// 更新Content的尺寸  
+    /// 鏇存柊Content鐨勫昂瀵�  
     /// </summary>  
     /// <param name="pos"></param>  
     void UpdateRectsize(Vector2 pos)
@@ -331,7 +331,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>
-    /// ScrollRect的回调  
+    /// ScrollRect鐨勫洖璋�  
     /// </summary>
     public void WrapContent(bool isRefresh = false)
     {
@@ -347,20 +347,20 @@ public class UIScrollScript : MonoBehaviour
                 temp.gameObject.SetActive(true);
                 if (isRefreshRect)
                 {
-                    //Debug.Log("是否需要刷新");
+                    //Debug.Log("鏄�惁闇€瑕佸埛鏂�");
                     UpdateRectsize(pos);
                 }
 
                 temp.localPosition = pos;
                 if (temp.name != realIndex.ToString())
                 {
-                    //设置Item内容  
+                    //璁剧疆Item鍐呭�  
                     UpdateItem(temp, i, realIndex);
                     temp.name = realIndex.ToString();
                 }
                 else if (temp.name == realIndex.ToString() && isRefresh)
                 {
-                    //设置Item内容  
+                    //璁剧疆Item鍐呭�  
                     UpdateItem(temp, i, realIndex);
                     temp.name = realIndex.ToString();
                 }
@@ -369,8 +369,8 @@ public class UIScrollScript : MonoBehaviour
             {
                 if (!isHandEatup)
                 {
-                    Debug.Log("WrapContent===>数据已用完");
-                    //通知所有要显示的数据已用完
+                    Debug.Log("WrapContent===>鏁版嵁宸茬敤瀹�");
+                    //閫氱煡鎵€鏈夎�鏄剧ず鐨勬暟鎹�凡鐢ㄥ畬
                     if (onEatUpItem != null)
                     {
                         onEatUpItem();
@@ -385,7 +385,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>
-    /// 获取子物体的位置
+    /// 鑾峰彇瀛愮墿浣撶殑浣嶇疆
     /// </summary>
     /// <param name="temp"></param>
     /// <param name="isRefreshRect"></param>
@@ -398,7 +398,7 @@ public class UIScrollScript : MonoBehaviour
         {
             conner_local[i] = this.transform.InverseTransformPoint(conners[i]);
         }
-        //计算ScrollRect的中心坐标 相对于this的坐标  
+        //璁$畻ScrollRect鐨勪腑蹇冨潗鏍� 鐩稿�浜巘his鐨勫潗鏍�  
         Vector2 center = (conner_local[3] + conner_local[0]) / 2f;
         Vector2 pos = Vector2.zero;
         if (mHorizontal)
@@ -438,7 +438,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>
-    /// 计算realIndex
+    /// 璁$畻realIndex
     /// </summary>
     /// <param name="pos"></param>
     /// <returns></returns>
@@ -447,8 +447,8 @@ public class UIScrollScript : MonoBehaviour
         int x = (int)Mathf.Ceil((-pos.y - topOffset + YSpacing) / (cell_y + YSpacing)) - 1;
         int y = (int)Mathf.Ceil((pos.x - leftOffset + XSpacing) / (cell_x + XSpacing)) - 1;
 
-        //int x = (int)Mathf.Ceil(-pos.y / cell_y) - 1;//行号  
-        //int y = (int)Mathf.Ceil(pos.x / cell_x) - 1;//列号  
+        //int x = (int)Mathf.Ceil(-pos.y / cell_y) - 1;//琛屽彿  
+        //int y = (int)Mathf.Ceil(pos.x / cell_x) - 1;//鍒楀彿  
         int realIndex;
         if (arrangeType == ArrangeType.Vertical)
         {
@@ -464,7 +464,7 @@ public class UIScrollScript : MonoBehaviour
 
 
     /// <summary>
-    /// 通知更新Item的数据
+    /// 閫氱煡鏇存柊Item鐨勬暟鎹�
     /// </summary>
     /// <param name="item"></param>
     /// <param name="index"></param>