Initial commit

This commit is contained in:
MuHua-123
2024-11-01 17:14:31 +08:00
commit 5f169b90bb
216 changed files with 24712 additions and 0 deletions
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary> 代理模块 </summary>
public abstract class ModuleAgent : MonoBehaviour {
public abstract void AgentNetwork(DataNetwork data);
public abstract void AgentLoadingNetwork(DataNetwork data);
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 核心模块,提供全部的抽象接口
/// </summary>
public class ModuleCore : Module<ModuleCore> {
/*---------------------------------------------功能模块--------------------------------------------------------*/
/// <summary> 视频模块 </summary>
public ModuleVideo ModuleVideo;
/// <summary> 场景模块 </summary>
public ModuleScene ModuleScene;
/// <summary> 代理模块 </summary>
public ModuleAgent ModuleAgent;
/*---------------------------------------------页面模块--------------------------------------------------------*/
/// <summary> 当前的主要页面模块 (UIDocument) </summary>
public ModuleUIPage CurrentPage;
/// <summary> 不会被销毁的全局唯一页面模块 (UIDocument) </summary>
public ModuleUIPage GlobalPage;
/*---------------------------------------------页面模块--------------------------------------------------------*/
/// <summary> 加载页面模块 (回调Action) </summary>
public ModuleUIPanel<Action> LoadingPanel;
/// <summary> 弹出提示模块 </summary>
public ModuleUIPanel<string> PopupPromptPanel;
/// <summary> 弹出窗口模块 </summary>
public ModuleUIPanel<DataPopup> PopupWindowPanel;
/// <summary> 设备视频交互模块 </summary>
public ModuleUIPanel<DataVideo> VideoPanel;
/// <summary> 设备视频图文交互模块 </summary>
public ModuleUIPanel<DataVideoImage> VideoImagePanel;
/// <summary> 学习视频模块 (回调Action) </summary>
public ModuleUIPanel<Action> LearningVideoPanel;
/// <summary> 全屏播放视频模块 (回调Action) </summary>
public ModuleUIPanel<Action> FullScreenVideoPanel;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class ModuleScene : MonoBehaviour {
protected virtual ModuleCore ModuleCore => ModuleCore.I;
protected virtual void Awake() {
if (ModuleCore.ModuleScene != null) { Destroy(gameObject); return; }
ModuleCore.ModuleScene = this;
DontDestroyOnLoad(gameObject);
}
public virtual void LoadSceneAsync(string scene) {
StartCoroutine(ILoadSceneAsync(scene));
}
public abstract IEnumerator ILoadSceneAsync(string scene);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public abstract class ModuleUIPage : MonoBehaviour {
public UIDocument document;
public VisualElement root => document.rootVisualElement;
protected virtual ModuleCore ModuleCore => ModuleCore.I;
protected virtual void Awake() => ModuleCore.FunctionRegister(this);
public void Add(VisualElement child) {
root.Add(child);
}
public T Q<T>(string name = null, string className = null) where T : VisualElement {
return root.Q<T>(name, className);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.UIElements;
public abstract class ModuleUIPanel<Data> : MonoBehaviour {
public ModuleUIPage ModuleUIPage;
public VisualTreeAsset ModuleUIPanelAsset;
protected VisualElement element;
protected readonly string defaultStyleClass = "module-ui-panel";
protected virtual ModuleCore ModuleCore => ModuleCore.I;
/// <summary> MonoBehaviour Awake </summary>
public abstract void Awake();
/// <summary> 打开模块,并且传进参数 </summary>
public abstract void Open(Data data);
/// <summary> 关闭模块 </summary>
public abstract void Close();
protected void InitElement(bool hide = true) {
element = ModuleUIPanelAsset.Instantiate();
ModuleUIPage.Add(element);
element.AddToClassList(defaultStyleClass);
element.style.display = hide ? DisplayStyle.None : DisplayStyle.Flex;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
public abstract class ModuleVideo : MonoBehaviour {
protected virtual ModuleCore Core => ModuleCore.I;
protected virtual void Awake() => Core.FunctionRegister(this);
/// <summary> 视频播放状态 </summary>
public virtual bool isPlaying => IsPlaying();
/// <summary> 从0开始的视频计数,x = 当前索引,y = 最大索引 </summary>
public virtual Vector2Int videoCount => VideoCount();
/// <summary> 视频渲染纹理 </summary>
public virtual RenderTexture renderTexture => RenderTexture();
/// <summary> 当前视频播放时间 </summary>
public virtual double time => Time();
/// <summary> 最大视频播放时间 </summary>
public virtual double maxTime => MaxTime();
/// <summary> 当前播放帧 </summary>
public virtual long frame { get => GetFrame(); set => SetFrame(value); }
/// <summary> 最大播放帧 </summary>
public virtual ulong frameCount => FrameCount();
/// <summary> 视频播放状态 </summary>
protected abstract bool IsPlaying();
/// <summary> 从0开始的视频计数,x = 当前索引,y = 最大索引 </summary>
protected abstract Vector2Int VideoCount();
/// <summary> 视频渲染纹理 </summary>
protected abstract RenderTexture RenderTexture();
/// <summary> 当前视频播放时间 </summary>
protected abstract double Time();
/// <summary> 最大视频播放时间 </summary>
protected abstract double MaxTime();
/// <summary> get当前播放帧 </summary>
protected abstract long GetFrame();
/// <summary> set当前播放帧 </summary>
protected abstract void SetFrame(long value);
/// <summary> 最大播放帧 </summary>
protected abstract ulong FrameCount();
/// <summary> 播放视频 </summary>
public abstract void Play();
/// <summary> 暂停视频 </summary>
public abstract void Pause();
/// <summary> 停止视频 </summary>
public abstract void Stop();
/// <summary> 根据索引播放视频 </summary>
public abstract void SetIndex(int value);
/// <summary> 根据累加的索引播放视频 </summary>
public abstract void AddIndex(int value);
/// <summary> 设置视频数据 </summary>
public abstract void SetValue(DataVideo value);
/// <summary> 设置视频数据列表 </summary>
public abstract void SetValue(List<DataVideo> list);
/// <summary> 设置视频数据,并且播放 </summary>
public virtual void Play(DataVideo value) { SetValue(value); Play(); }
/// <summary> 设置视频数据列表,并且第一个播放index位置的视频数据 </summary>
public virtual void Play(List<DataVideo> list, int index = 0) { SetValue(list); SetIndex(index); }
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public abstract class DataNetwork {
public event Action<string> OnError;
public event Action<string> OnCallback;
public readonly string url;
public DataNetwork(string url) => this.url = url;
public abstract IEnumerator IWebRequest();
public virtual void RequestResultHandle(UnityWebRequest web) {
bool isDone = !web.isDone || web.result != UnityWebRequest.Result.Success;
if (isDone) { OnCallback?.Invoke(web.downloadHandler.text); }
else { OnError?.Invoke(web.downloadHandler.text); }
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class DataNetworkGet : DataNetwork {
public DataNetworkGet(string url) : base(url) { }
public override IEnumerator IWebRequest() {
using (UnityWebRequest web = UnityWebRequest.Get(url)) {
yield return web.SendWebRequest();
RequestResultHandle(web);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class DataNetworkGetTexture : DataNetwork {
public Action<Texture2D> action;
public DataNetworkGetTexture(string url, Action<Texture2D> action) : base(url) => this.action = action;
public override IEnumerator IWebRequest() {
using (UnityWebRequest web = UnityWebRequestTexture.GetTexture(url)) {
yield return web.SendWebRequest();
RequestResultHandle(web);
}
}
public override void RequestResultHandle(UnityWebRequest web) {
base.RequestResultHandle(web);
bool isDone = !web.isDone || web.result != UnityWebRequest.Result.Success;
if (isDone) { action?.Invoke((web.downloadHandler as DownloadHandlerTexture).texture); }
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class DataNetworkPostForm : DataNetwork {
public readonly WWWForm form;
public DataNetworkPostForm(string url, WWWForm form) : base(url) => this.form = form;
public override IEnumerator IWebRequest() {
using (UnityWebRequest web = UnityWebRequest.Post(url, form)) {
yield return web.SendWebRequest();
RequestResultHandle(web);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
public class DataNetworkPostJson : DataNetwork {
public readonly string json;
public DataNetworkPostJson(string url, string json) : base(url) => this.json = json;
public override IEnumerator IWebRequest() {
byte[] postBytes = System.Text.Encoding.Default.GetBytes(json);
#if UNITY_2022
using (UnityWebRequest web = UnityWebRequest.PostWwwForm(url, "POST")) {
#else
using (UnityWebRequest web = UnityWebRequest.Post(url, "POST")) {
#endif
web.uploadHandler.Dispose();
web.uploadHandler = new UploadHandlerRaw(postBytes);
web.SetRequestHeader("Content-Type", "application/json");
yield return web.SendWebRequest();
RequestResultHandle(web);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DataPopup {
public string name;
public string content;
public Action callback;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public abstract class DataVideo {
public abstract void SetPlayer(VideoPlayer videoPlayer);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public class DataVideoClip : DataVideo {
public readonly VideoClip videoClip;
public DataVideoClip(VideoClip videoClip) {
this.videoClip = videoClip;
}
public override void SetPlayer(VideoPlayer videoPlayer) {
videoPlayer.source = VideoSource.VideoClip;
videoPlayer.clip = videoClip;
}
public static List<DataVideoClip> ToData(List<VideoClip> list) {
List<DataVideoClip> dataVideoClips = new List<DataVideoClip>();
list.ForEach(obj => dataVideoClips.Add(new DataVideoClip(obj)));
return dataVideoClips;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public class DataVideoWeb : DataVideo {
public readonly string url;
public DataVideoWeb(string url) {
this.url = url;
}
public override void SetPlayer(VideoPlayer videoPlayer) {
videoPlayer.source = VideoSource.Url;
videoPlayer.url = url;
}
public static List<DataVideoWeb> ToData(List<string> list) {
List<DataVideoWeb> dataVideoWebs = new List<DataVideoWeb>();
list.ForEach(obj => dataVideoWebs.Add(new DataVideoWeb(obj)));
return dataVideoWebs;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
public class DataVideoImage {
public DataVideo dataVideo;
public Sprite sprite;
public DataVideoImage(VideoClip clip, Sprite sprite) {
this.dataVideo = new DataVideoClip(clip);
this.sprite = sprite;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnumeratorAgent : ModuleAgent {
public override void AgentLoadingNetwork(DataNetwork data) {
StartCoroutine(data.IWebRequest());
}
public override void AgentNetwork(DataNetwork data) {
StartCoroutine(data.IWebRequest());
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
public class UICuttingWorkshop : ModuleUIPage {
[SceneName] public string scene1;
[SceneName] public string scene2;
[SceneName] public string scene3;
[SceneName] public string returnScene;
private Button Button1 => root.Q<Button>("Button1");
private Button Button2 => root.Q<Button>("Button2");
private Button Button3 => root.Q<Button>("Button3");
private Button Button4 => root.Q<Button>("Button4");
private Button Button5 => root.Q<Button>("Button5");
protected override void Awake() {
base.Awake();
Button1.clicked += Button1_clicked;
Button2.clicked += Button2_clicked;
Button3.clicked += Button3_clicked;
Button4.clicked += Button4_clicked;
Button5.clicked += Button5_clicked;
}
private void Button1_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene1);
}
private void Button2_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene2);
}
private void Button3_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene3);
}
private void Button4_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(returnScene);
}
private void Button5_clicked() {
ModuleCore.LearningVideoPanel.Open(null);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
public class UIFactoryScenery : ModuleUIPage {
public VisualTreeAsset NavigationUnitlAsset;
[SceneName] public string returnScene;
public List<NavigationData> navigationDatas = new List<NavigationData>();
private Button Button1 => root.Q<Button>("Button1");
private Button Button2 => root.Q<Button>("Button2");
private Button Button3 => root.Q<Button>("Button3");
private Button Button4 => root.Q<Button>("Button4");
private MUFoldout Foldout => root.Q<MUFoldout>("MUFoldout");
protected override void Awake() {
base.Awake();
Button1.clicked += Button1_clicked;
Button2.clicked += Button2_clicked;
Button3.clicked += Button3_clicked;
Button4.clicked += Button4_clicked;
navigationDatas.ForEach(CreateUINavigationUnit);
}
private void Button1_clicked() {
Debug.Log("自动漫游");
}
private void Button2_clicked() {
Debug.Log("手动漫游");
}
private void Button3_clicked() {
Debug.Log("地图导航");
}
private void Button4_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(returnScene);
}
public void CreateUINavigationUnit(NavigationData data) {
VisualElement element = NavigationUnitlAsset.Instantiate();
UINavigationUnit foldout = new UINavigationUnit(data, element);
Foldout.AddContainer(foldout.element);
}
}
[Serializable]
public class NavigationData {
public string name;
[SceneName] public string scene;
}
public class UINavigationUnit {
public readonly NavigationData value;
public readonly VisualElement element;
public Button Button => element.Q<Button>();
public ModuleCore ModuleCore => ModuleCore.I;
public UINavigationUnit(NavigationData value, VisualElement element) {
this.value = value;
this.element = element;
Button.text = value.name;
Button.clicked += Button_clicked;
}
private void Button_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(value.scene);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UIGlobalPage : ModuleUIPage {
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UILoginInterface : ModuleUIPage {
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
public class UISewingWorkshop : ModuleUIPage {
[SceneName]public string scene1;
[SceneName]public string scene2;
[SceneName]public string scene3;
[SceneName]public string returnScene;
private Button Button1 => root.Q<Button>("Button1");
private Button Button2 => root.Q<Button>("Button2");
private Button Button3 => root.Q<Button>("Button3");
private Button Button4 => root.Q<Button>("Button4");
protected override void Awake() {
base.Awake();
Button1.clicked += Button1_clicked;
Button2.clicked += Button2_clicked;
Button3.clicked += Button3_clicked;
Button4.clicked += Button4_clicked;
}
private void Button1_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene1);
}
private void Button2_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene2);
}
private void Button3_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(scene3);
}
private void Button4_clicked() {
ModuleCore.ModuleScene.LoadSceneAsync(returnScene);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIDeviceVideo : ModuleUIPanel<DataVideo> {
private DataVideo data;
private MediaPlayer mediaPlayer;
private Button CloseButton => element.Q<Button>("Close");
public override void Awake() {
//初始化模块
ModuleCore.VideoPanel = this;
InitElement();
//加载视频媒体ui
VisualElement media = element.Q<VisualElement>("MediaPlayer");
mediaPlayer = new MediaPlayer(media, MediaPlayerFullScreen);
//事件绑定
CloseButton.clicked += Close;
}
public override void Open(DataVideo data) {
this.data = data;
element.style.display = DisplayStyle.Flex;
ModuleCore.ModuleVideo.SetValue(data);
mediaPlayer.Open();
}
public override void Close() {
mediaPlayer.Close();
element.style.display = DisplayStyle.None;
}
private void LateUpdate() {
bool isDisplay = element.resolvedStyle.display == DisplayStyle.Flex;
if (isDisplay) { mediaPlayer.Update(); }
}
/// <summary> 全屏播放功能 </summary>
private void MediaPlayerFullScreen() {
element.style.display = DisplayStyle.None;
ModuleCore.FullScreenVideoPanel.Open(() => {
mediaPlayer.Open();
element.style.display = DisplayStyle.Flex;
});
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIDeviceVideoImage : ModuleUIPanel<DataVideoImage> {
private DataVideoImage data;
private MediaPlayer mediaPlayer;
//private VisualElement Background => element.Q<VisualElement>("Background");
private VisualElement Image => element.Q<VisualElement>("Image");
private Button Button1 => element.Q<Button>("Button1");
private Button Button2 => element.Q<Button>("Button2");
private Button Button3 => element.Q<Button>("Button3");
private Button CloseButton => element.Q<Button>("Close");
public override void Awake() {
//初始化模块
ModuleCore.VideoImagePanel = this;
InitElement();
//加载视频媒体ui
VisualElement media = element.Q<VisualElement>("MediaPlayer");
mediaPlayer = new MediaPlayer(media, MediaPlayerFullScreen);
//事件绑定
Button1.clicked += Button1_clicked;
Button2.clicked += Button2_clicked;
Button3.clicked += () => { Debug.Log("未定义"); /*FengrenManager.OnAddNum();*/ };
CloseButton.clicked += Close;
}
public override void Open(DataVideoImage data) {
this.data = data;
element.style.display = DisplayStyle.Flex;
ModuleCore.ModuleVideo.SetValue(data.dataVideo);
Image.style.backgroundImage = new StyleBackground(data.sprite);
Button2_clicked();
}
public override void Close() {
mediaPlayer.Close();
element.style.display = DisplayStyle.None;
}
private void LateUpdate() {
bool isDisplay = element.resolvedStyle.display == DisplayStyle.Flex;
if (isDisplay) { mediaPlayer.Update(); }
}
/// <summary> 全屏播放功能 </summary>
private void MediaPlayerFullScreen() {
element.style.display = DisplayStyle.None;
ModuleCore.FullScreenVideoPanel.Open(() => {
mediaPlayer.Open();
element.style.display = DisplayStyle.Flex;
});
}
private void Button1_clicked() {
mediaPlayer.Close();
Image.style.visibility = Visibility.Visible;
Button1.style.display = DisplayStyle.None;
Button2.style.display = DisplayStyle.Flex;
}
private void Button2_clicked() {
mediaPlayer.Open();
Image.style.visibility = Visibility.Hidden;
Button1.style.display = DisplayStyle.Flex;
Button2.style.display = DisplayStyle.None;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class UIFullScreenVideo : ModuleUIPanel<Action> {
private Action callback;
private MediaPlayer mediaPlayer;
public override void Awake() {
ModuleCore.FullScreenVideoPanel = this;
InitElement();
VisualElement media = element.Q<VisualElement>("MediaPlayer");
mediaPlayer = new MediaPlayer(media, Close);
}
public override void Open(Action data) {
callback = data;
element.style.display = DisplayStyle.Flex;
mediaPlayer.Open();
}
public override void Close() {
mediaPlayer.Close();
element.style.display = DisplayStyle.None;
callback?.Invoke();
}
private void LateUpdate() {
bool isDisplay = element.resolvedStyle.display == DisplayStyle.Flex;
if (isDisplay) { mediaPlayer.Update(); }
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.Video;
using MuHua;
public class UILearningVideo : ModuleUIPanel<Action> {
[CustomLabel("避色差排料")]
public VideoClip clip1;
[CustomLabel("混合排料")]
public VideoClip clip2;
[CustomLabel("女西服排料方法讲解")]
public VideoClip clip3;
private Action data;
private MediaPlayer mediaPlayer;
private Button Button1 => element.Q<Button>("Button1");
private Button Button2 => element.Q<Button>("Button2");
private Button Button3 => element.Q<Button>("Button3");
private Button CloseButton => element.Q<Button>("Close");
public override void Awake() {
//初始化模块
ModuleCore.LearningVideoPanel = this;
InitElement();
//加载视频媒体ui
VisualElement media = element.Q<VisualElement>("MediaPlayer");
mediaPlayer = new MediaPlayer(media, MediaPlayerFullScreen);
//事件绑定
Button1.clicked += Button1_clicked;
Button2.clicked += Button2_clicked;
Button3.clicked += Button3_clicked;
CloseButton.clicked += Close;
}
public override void Open(Action data) {
this.data = data;
element.style.display = DisplayStyle.Flex;
Button1_clicked();
}
public override void Close() {
mediaPlayer.Close();
element.style.display = DisplayStyle.None;
}
private void LateUpdate() {
bool isDisplay = element.resolvedStyle.display == DisplayStyle.Flex;
if (isDisplay) { mediaPlayer.Update(); }
}
/// <summary> 全屏播放功能 </summary>
private void MediaPlayerFullScreen() {
element.style.display = DisplayStyle.None;
ModuleCore.FullScreenVideoPanel.Open(() => {
mediaPlayer.Open();
element.style.display = DisplayStyle.Flex;
});
}
private void Button1_clicked() {
DataVideoClip videoClip = new DataVideoClip(clip1);
ModuleCore.ModuleVideo.SetValue(videoClip);
mediaPlayer.Open();
}
private void Button2_clicked() {
DataVideoClip videoClip = new DataVideoClip(clip2);
ModuleCore.ModuleVideo.SetValue(videoClip);
mediaPlayer.Open();
}
private void Button3_clicked() {
DataVideoClip videoClip = new DataVideoClip(clip3);
ModuleCore.ModuleVideo.SetValue(videoClip);
mediaPlayer.Open();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using MuHua;
public class SceneLoader : ModuleScene {
public Slider progressBar;
public override IEnumerator ILoadSceneAsync(string scene) {
int disableProgress = 0;
int toProgress = 0;
AsyncOperation ao = SceneManager.LoadSceneAsync(scene);
ao.allowSceneActivation = false;
transform.SonActive(true);
while (ao.progress < 0.9f) {
toProgress = (int)(ao.progress * 100);
while (disableProgress < toProgress) {
++disableProgress;
progressBar.value = disableProgress / 100.0f;//0.01开始
yield return new WaitForEndOfFrame();
}
}
toProgress = 100;
while (disableProgress < toProgress) {
++disableProgress;
progressBar.value = disableProgress / 100.0f;
yield return new WaitForEndOfFrame();
}
ao.allowSceneActivation = true;
while (!ao.isDone) {
yield return new WaitForEndOfFrame();
}
transform.SonActive(false);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Video;
[RequireComponent(typeof(VideoPlayer))]
public class VideoSystem : ModuleVideo {
public Vector2Int renderSize = new Vector2Int(1920, 1080);
private int index;
private RenderTexture rTexture;
private List<DataVideo> videoDatas = new List<DataVideo>();
private VideoPlayer videoPlayer => GetComponent<VideoPlayer>();
protected override void Awake() {
base.Awake();
rTexture = new RenderTexture(renderSize.x, renderSize.y, 0);
videoPlayer.targetTexture = rTexture;
}
protected override bool IsPlaying() => videoPlayer.isPlaying;
protected override Vector2Int VideoCount() => new Vector2Int(index, videoDatas.Count);
protected override RenderTexture RenderTexture() => rTexture;
protected override double Time() => videoPlayer.clockTime;
protected override double MaxTime() => videoPlayer.length;
protected override long GetFrame() => videoPlayer.frame;
protected override void SetFrame(long value) => videoPlayer.frame = value;
protected override ulong FrameCount() => videoPlayer.frameCount;
public override void Play() {
videoDatas[index].SetPlayer(videoPlayer);
videoPlayer.Play();
}
public override void Pause() {
videoPlayer.Pause();
}
public override void Stop() {
videoPlayer.Stop();
}
public override void SetIndex(int value) {
if (videoDatas.Count == 0) { Debug.LogError("没有视频可以播放!"); Stop(); return; }
if (value < 0) { value = videoDatas.Count - 1; }
if (value >= videoDatas.Count) { value = 0; }
index = value; Play();
}
public override void AddIndex(int value) {
SetIndex(index + value);
}
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index = 0;
videoDatas = new List<DataVideo> { value };
}
public override void SetValue(List<DataVideo> list) {
index = 0;
videoDatas = list;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
public static class ModuleCoreTool {
public static void FunctionRegister<Module>(this ModuleCore core, Module module) {
Type baseType = module.GetType().BaseType;
FieldInfo fieldInfo = FindField<ModuleCore>(baseType);
if (fieldInfo == null) {
Debug.LogError($"{typeof(ModuleCore).Name} 类型没有 {baseType.Name} 字段!");
return;
}
object obj = fieldInfo.GetValue(core);
if (obj != null) {
Debug.LogWarning($"{module.GetType().Name} 模块替换了 {obj.GetType().Name} 模块!");
return;
}
fieldInfo.SetValue(core, module);
}
public static FieldInfo FindField<T>(Type baseType) {
FieldInfo[] fileInfos = typeof(T).GetFields();
for (int i = 0; i < fileInfos.Length; i++) {
if (fileInfos[i].FieldType == baseType) { return fileInfos[i]; }
}
return null;
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}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
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