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109 lines
3.6 KiB
109 lines
3.6 KiB
3 years ago
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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using System.Xml.Serialization;
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using AX.TrackRecord;
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using System.Collections;
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public class EndBackView : MonoBehaviour {
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int Index;
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public static bool lock_ = false;
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GameObject ThePfire;
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ArrayList List;
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bool kong = false;
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TimeSpan GameTime;
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public float Value;
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TimeSpan TheSum_Time;
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public GameObject stopwatch;
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//public RecordManager Record;
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TimeSpan TheDeltaTime;
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float X;
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int I_D;
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float datetime = 0;
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TimeSpan TheSumTime;
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public GameObject TimeGame;
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void Start()
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{
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ThePfire = GameObject.Find("pdrawline").gameObject;
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}
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/* void Update()
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{
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if (!kong)
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{
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return;
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}
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if (Index < Record.record_Load.EventList.Count - 1 || (Index != Record.record_Load.EventList.Count - 1 && !lock_)) //点击节点后开始重新生成事件
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{
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Record.GetEventIndex(Index, true, false);
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Index++;
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lock_ = true;
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}
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else if (Index == Record.record_Load.EventList.Count - 1)//生成的最后时间
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{
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for (int i = 0; i < Record.record_Load.EventList.Count; i++)
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{
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if (Record.record_Load.EventList[i].eventType == eventTypeRecord.StartPractice)
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{
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int Id = i;
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if (Index >= Id)
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{
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stopwatch.gameObject.SetActive(true);
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TimeSpan GameTime_ = (Record.record_Load.EventList[Index].Time_).Subtract(Record.record_Load.EventList[Id].Time_).Duration();
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Stopwatch.hours = GameTime_.Hours;
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Stopwatch.minutes = GameTime_.Minutes;
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Stopwatch.seconds = GameTime_.Seconds;
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}
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else
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{
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stopwatch.gameObject.SetActive(false);
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}
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}
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}
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Record.GetEventIndex(Index, true, true);
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lock_ = true;
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Record.has = false;
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kong = false;
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Record.ComputationTime(Index);
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RecordManager.Instance.TheDeltaTimeSinceStartPlayBack = (float)GameTime.TotalSeconds; //改变RecordManager脚本的时间
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Index++;
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}
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}
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public int ID;
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public int Num;
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public GameObject TheToolGame;
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public void EndRecordBackView()
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{
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TimeGame.gameObject.SetActive(false);
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TheToolGame.SetActive(true);
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UseBack();
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}
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public void UseBack() //点击节点重新生成事件,重新对进度条赋值
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{
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foreach (Transform child in ThePfire.transform)
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{
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if (child != null)
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{
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Destroy(child.gameObject);
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}
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}
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Index = 0;
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Record.has = true;
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List = new ArrayList();
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Record.DestroyGame(); //删除所有事件
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kong = true; //控制Update
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GameTime = (Record.record_Load.EventList[Record.record_Load.EventList.Count - 1].Time_).Subtract(Record.record_Load.StartTime).Duration(); //当前时间
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TheSumTime = (Record.record_Load.EventList[Record.record_Load.EventList.Count - 1].Time_).Subtract(Record.record_Load.StartTime).Duration();
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ClickJieDianApect(GameTime);
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Record.LoadObjSetToOriginalTran();
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}
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public void ClickJieDianApect(TimeSpan time)
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{
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string t = time.TotalSeconds.ToString();
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datetime = float.Parse(t); //接受点击事件的时间,然后在从这个时间点累加datetime,改变SilderValue
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}*/
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}
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