FrameVR_V1003(Yanlz+Unity+VRTK+Oculus+立钻哥哥+)

《FrameVR示例_V1003》

版本

作者

参与者

完成日期

备注

VRTest_FrameV1003_V01_1.0

严立钻

 

2018.10.10

 

 

 

 

 

 

 

 

 

##《FrameVR示例_V1003》目录:

#A、ApaqiInput/

#B、FanSceneThree/0/

#C、FanStartScene/Script/

#D、Scripts/

 

 

 

 

 

 

 

#A、ApaqiInput/

#A、ApaqiInput/

#A、ApaqiInput/

++++A.1、PingInput.cs

 

 

 

##A.1、PingInput.cs

##A.1、PingInput.cs

++A.1、PingInput.cs

++++立钻哥哥:FrameVR_V1003-OUC\Assets\ApaqiInput\PingInput.cs

publicclassPingInput:MonoBehaviour{

    privatestatic PingInputmsInstance;

    publicTextmsShowCountents;

    publicstringmsInputContent;

    publicstringmsOrigionalContent;

 

    publicvoidMsUpdateData(stringnewData){}

    publicvoidMsUpdateData(){}

    publicvoidMsUpdateData(boolerror,stringstr){}

 

    IEnumeratorYieldShowDataError(stringstr){}

    IEnumeratorYieldShowDataQure(stringstr){}

 

}    //立钻哥哥:public class PingInput:MonoBehaviour{}

 

 

 

 

 

#B、FanSceneThree/0/

#B、FanSceneThree/0/

#B、FanSceneThree/0/

++++B.1、_Apaqi/Script/

++++B.2、CableComponent/Scripts/

++++B.4、Service/

 

 

 

##B.1、_Apaqi/Script/

##B.1、_Apaqi/Script/

++++B.1、_Apaqi/Script/

++++B.1.1、Animator/

++++B.1.2、AssessmentTime/

++++B.1.3、Base/

++++B.1.4、Drag/

++++B.1.5、Effect/

++++B.1.6、Five/

++++B.1.7、Http/

++++B.1.8、TCP/

++++B.1.9、Three/

++++B.1.10、UI/

++++B.1.11、VR/

++++B.1.12、Wireshark/

++++B.1.13、xx.cs{}/

 

 

 

###B.1.1、Animator/

###B.1.1、Animator/

++B.1.1、Animator/

++++B.1.1.1、Animator/IconAnimation.cs

 

 

 

 

###B.1.1.1、Animator/IconAnimation.cs

###B.1.1.1、Animator/IconAnimation.cs

++B.1.1.1、Animator/IconAnimation.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Animator\IconAnimation.cs

publicclassIconAnimation:MonoBehaviour{

}

 

++IconAnimation.cs

//立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Animator\IconAnimation.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//控制动画

publicclassIconAnimation:MonoBehaviour{

 

    void Update(){

        if(transform.parent.parent.GetComponent<BoxCollider>() !=null){

            if(transform.parent.parent.GetComponent<BoxCollider>().enabled){

                transform.GetComponent<Animation>().enabled=true;

            }else{

                transform.GetComponent<Animation>().enabled=false;

            }

        }

    }

 

}   //立钻哥哥:public class IconAnimation:MonoBehaviour{}

 

 

 

 

###B.1.2、AssessmentTime/

++B.1.2、AssessmentTime/

++++B.1.2.1、TimeControl.cs

 

 

 

###B.1.2.1、AssessmentTime/TimeControl.cs

###B.1.2.1、AssessmentTime/TimeControl.cs

++B.1.2.1、AssessmentTime/TimeControl.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\AssessmentTime\TimeControl.cs

publicclassTimeControl:MonoBehaviour{

    private floatcheckTime;

    private boolStartTime=false;

    publicboolCorrect=false;

 

    publicvoidMsStartCheck(){}

    publicfloatMSGetCheckTime(){}

}    //立钻哥哥:public class TimeControl:MonoBehaviour{}

 

++TimeControl.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//考核计时,单步考核计时

publicclassTimeControl:MonoBehaviour{

    private floatcheckTime;    //计时器

    private boolStartTime=false;    //开始计时

    publicboolCorrect=false;    //操作是否正确

 

    void Update(){

        if(StartTime){

            checkTime+=Time.deltaTime;

        }

    }

 

    //得到考核所用时间

    publicfloatMsGetCheckTime(){

        StartTime=false;

        returncheckTime;

    }

 

}    //立钻哥哥:public class TimeControl:MonoBehaviour{}

 

 

 

 

 

###B.1.3、Base/

###B.1.3、Base/

++B.1.3、Base/

++++B.1.3.1、Base/AllEvent.cs

++++B.1.3.2、Base/ConfigureIP.cs

++++B.1.3.3、Base/ConfigureIPB.cs

++++B.1.3.4、Base/ContentPosContorl.cs

++++B.1.3.5、Base/CrystalGrabbing.cs

++++B.1.3.6、Base/Files.cs

++++B.1.3.7、Base/MoveToTarget.cs

++++B.1.3.8、Base/NetMouthEffect.cs

++++B.1.3.9、Base/NetPortPosContorl.cs

++++B.1.3.10、Base/SelfRotation.cs

++++B.1.3.11、Base/StepThree.cs

++++B.1.3.12、Base/TeachContent.cs

++++B.1.3.13、Base/TeachHintsControl.cs

++++B.1.3.14、Base/Twinkle.cs

++++B.1.3.15、Base/VibrationSound.cs

 

 

 

###B.1.3.1、Base/AllEvent.cs

###B.1.3.1、Base/AllEvent.cs

++B.1.3.1、Base/AllEvent.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\AllEvent.cs

publicclassAllEvent:MonoBehaviour{

    publicvoidMsYileShow(GameObjectgame){}

    IEnumerator YildShow(GameObjectgame){}

}    //立钻哥哥:public class AllEvent:MonoBehaviour{}

 

++AllEvent.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

usingUnityEngine.Events;

 

//所有的基础事件

publicclassAllEvent:MonoBehaviour{

    //延迟显示

    publicvoidMsYileShow(GameObjectgame){

        StartCoroutine(YildShow(game));

    }

 

    IEnumeratorYildShow(GameObjectgame){

        yield return new WaitForSeconds(1.0f);

        game.SetActive(true);

    }

 

}    //立钻哥哥:public class AllEvent:MonoBehaviour{}

 

 

 

###B.1.3.2、Base/ConfigureIP.cs

###B.1.3.2、Base/ConfigureIP.cs

++B.1.3.2、Base/ConfigureIP.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ConfigureIP.cs

publicclassConfigureIP:MonoBehaviour{

    private staticConfigureIPmsInstance;

    publicTransformMainframeIPA;

    private ClipManagerSourcePlayer;

    private FilesfilesPlayer;

    private BasicEventsBasicEvents;

    private List<Transform>ListIPA=new List<Transform>();

 

    private TransformMsGetATrsForName(stringname){}

    private voidMsByNameControlFicker(stringname,booloff){}

    private voidMsByNameControlCollider(stringname){}

 

    private List<Transform>list_BGA=new List<Transform>();

    private voidMsGetFiles(){}

    private voidMsOpenCollider(stringname){}

    private voidMsOpenFlicker(stringname){}

    IEnumeratorYieldOpen(stringname){}

 

}    //立钻哥哥:public class ConfigureIP:MonoBehaviour{}

 

++ConfigureIP.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//网络IP配置步骤

publicclassConfigureIP:MonoBehaviour{

    private staticConfigureIPmsInstance;

    publicstaticConfigureIP MsInstance{

        get{  returnmsInstance;  }

        set{  msInstance=value;  }

    }

 

    publicTransformMainframeIPA;    //主机IPA

 

    private void Awake(){

        msInstance=this;

    }

 

    privateClipManagerSourcePlayer;

    privateFilesfilesPlayer;

    privateBasicEventsBasicEvents;

 

    void Start(){

        BasicEvents=newBasicEvents();

        SourcePlayer=gameObject.GetComponent<ClipManager>();

        filesPlayer=gameObject.GetComponent<Files>();

 

        MsGetFiles();

    }

 

    publicvoidMsStep4(){

        ClipManager.MsInstance.MsPlayIndex(1,MsStep4Back);

    }

 

    private voidMsStep4Back(){

    }

 

    private List<Transform>ListIPA=new List<Transform>();

 

    //开始新的逻辑处理

    publicvoidMsOpenA192(){

    }

 

    //通过名字获取A主机上的物品

    private TransformMsGetATrsForName(stringname){

        Transformtrans=null;

        for(inti= 0;  i <ListIPA.Count; i++){

            if(ListIPA[i].name.Equals(name)){

                trans=ListIPA[i];

            }

        }

 

        returntrans;

    }

 

    publicvoidMs192End(){}

    publicvoidMs168End(){}

    publicvoidMs01End(){}

    publicvoidMs012End(){}

    publicvoidMs1End(){}

    publicvoidMs255123End(){}

    publicvoidMs2551End(){}

    publicvoidMs2552End(){}

    publicvoidMs2553End(){}

    publicvoidMs02End(){}

 

    //通过名字和bool来控制闪烁效果

    private voidMsByNameControlFicker(stringname,booloff){

        if(off){

            MsGetATrsForName(name).GetComponent<UIFlicker>().MsForceFicker();

        }else{

            MsGetATrsForName(name).GetComponent<UIFlicker>().MsCloseForceFicker();

        }

    }

 

    //通过名字开启查找

    private voidMsByNameControlCollider(){

        MsGetATrsForName(name).GetComponent<UICollision>().MsOpenCollider();

    }

 

    publicvoidMsStop4(){}

    private voidMsStop4End(){}

    ... ...

    publicvoidMsStop21(){}

    private voidMsStop21End(){}

    publicvoidMsStopHostAEnd(){}

    private voidMs_StopHostAClipEnd(){}

 

    private List<Transform>list_BGA=new List<Transform>();

 

    //通过名字获取内容节点

    private voidMsGetFiles(){

        for(inti =0; i <filesPlayer.BGA.transform.childCount; i++){

            list_BGA.Add(filesPlayer.BGA.transform.GetChild(i));

        }

    }

 

    //开启碰撞

    private voidMsOpenCollider(stringname){

        BasicEvents.MsGetTransByName(list_BGA,name).GetChild(0).GetComponent<UICollision>().MsOpenCollider();

    }

 

    //开启闪烁

    private voidMsOpenFlicker(stringname){

       if(MyConst.FirstEnter){

            BasicEvents.MsGetTransByName(list_BGA,name).GetChild(0).GetComponent<UIFlicker>().MsForceFicker();

        }

    }

 

    IEnumeratorYieldOpen(stirngname){

        yield return new WaitForSeconds(0.5f);

        Transformtem=null;

    

        for(inti =0;  i <list_BGA.Count;  i++){

            if(list_BGA[i].name.Equals(name)){

                tem=list_BGA[i];

                break;

            }

        }

 

        if(tem.childCount>0){

            tem.GetChild(0).GetComponent<>().MsOpenCollider();

        }else{

            tem.GetComponent<UICollision>().MsOpenCollider();

        }

    }

 

}    //立钻哥哥:public class ConfigureIP:MonoBehaviour{}

 

 

 

 

###B.1.3.3、Base/ConfigureIPB.cs

###B.1.3.3、Base/ConfigureIPB.cs

++B.1.3.3、Base/ConfigureIPB.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ConfigureIPB.cs

++++说明:基本与“ConfigureIP.cs”类似,暂不拓展

 

 

 

 

 

###B.1.3.4、Base/ContentPosContorl.cs

###B.1.3.4、Base/ContentPosContorl.cs

++B.1.3.4、Base/ContentPosContorl.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\ContentPosContorl.cs

publicclassContentPosControl:MonoBehaviour{

    publicTransformmsGuide;

    private Vector3msGuideOriginalPos=new Vector3(223,-67,-20);

    private Vector3msGuideMovePos=new Vector3(-1, -67,-20);

 

    private void OnEnable(){}

    private void OnDisable(){}

 

++ContentPosContorl.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

publicclassContentPosControl:MonoBehaviour{

    publicTransformmsGuide;    //引导框

    private Vector3msGuideOriginalPos=new Vector3(223,-67,-20);

    private Vector3msGuideMovePos=new Vector3(-1,-67,-20);

 

    //物体显示

    private void OnEnable(){

        msGuide.GetComponent<RectTransform>().anchoredPosition3D=msGuideOriginalPos;

    }

 

    //物体隐藏

    private void OnDisable(){

        msGuide.gameObject.SetActive(true);

        msGuide.GetComponent<RectTransform>().anchoredPosition3D=msGuideMovePos;

    }

 

}   //立钻哥哥:public class ContentPosControl:MonoBehaviour{}

 

 

 

 

###B.1.3.5、Base/CrystalGrabbing.cs

###B.1.3.5、Base/CrystalGrabbing.cs

++++B.1.3.5、Base/CrystalGrabbing.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\CrystalGrabbing.cs

publicclassCrystalGrabbing:MonoBehaviour{

    publicvoidMs_GrabLeft(Transformcont){}

    publicvoidMs_GrabRight(Transformcont){}

    publicvoidMsOnUp(){}

    private voidOnTriggerEnter(Colliderother){}

}    //立钻哥哥:public class CrystalGrabbing:MonoBehaviour{}

 

++CrystalGrabbing.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//水晶头的抓取

publicclassCrystalGrabbing:MonoBehaviour{

    //左手柄的抓取

    public void Ms_GrabLeft(Transformcont){

        transform.parent=cont.transform;

        transform.localPosition=new Vector3(0.0063f,0.0295f,-0.0603f);

        transform.localEulerAngles=new Vector3(36.628f,-102.09f,117.914f);

        transform.GetComponent<Rigidbody>().isKinematic=true;

        transform.Find(Canvas).gameObject.SetActive(false);

    }

 

    //右手柄的抓取

    publicvoidMs_GrabRight(Transformcont){

        transform.parent=cont.transform;

        transform.localPosition=new Vector3(-0.019f,-0.054f,0.045f);

        transform.localEulerAngles=new Vector3(-51f, 38.3f,78.4f);

        transform.GetComponent<Rigidbody>().isKinematic=true;

    }

 

    //放弃抓取

    publicvoidMsOnUp(){

        transform.parent=null;

        transform.GetComponent<BoxCollider>().enabled=true;

        transform.GetComponent<Rigidbody>().isKinematic=false;

    }

 

    private void OnTriggerEnter(Colliderother){

        if(other.name.Equals(NetPortBA)){

            transform.parent=null;

            transform.parent=other.transform;

            transform.localEulerAngles=Vector3.zero;

            transform.localPosition=new Vector3(-0.00011f, 0f, -0.00447f);

            transform.GetComponent<Rigidbody>().isKinematic=true;

        }

    }

 

}   //立钻哥哥:public class CrystalGrabbing:MonoBehaviour{}

 

 

 

 

###B.1.3.6、Base/Files.cs

###B.1.3.6、Base/Files.cs

++B.1.3.6、Base/Files.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\Files.cs

publicclassFiles:MonoBehaviour{

    private staticFilesmsInstance;

    publicstaticFilesMsInstance{

        set{  msInstance=value;  }

        get{  returnmsInstance;  }

    }

 

    private void Awake(){

        msInstance=this;

    }

 

    publicGameObjectHome;

    publicGameObjectHostA;    //主机A

    publicGameObjectHostB;    //主机B

    publicGameObjectBGA;    //主机A的UI

    publicGameObjectBGB;    //主机B的UI

    publicGameObjectThreeB;    //步骤三所有内容

    publicGameObjectThreeBPing;    //步骤三中的ping的总物体

    publicGameObjectThreeB43;    //步骤三种字体显示

    publicGameObjectThreeBcmd;    //步骤三中cmd

 

    publicGameObjectIcoWirseshark;    //抓包工具的ico

    publicGameObjectWirseshark;    //总的抓包开始

    publicGameObjectWiresesharkUIFicker;    //所有的抓包提示

    publicTransformLookAtTarget;    //看向的目标

 

    publicGameObjectIcoNetPortA;    //A机网络图标

    publicGameObjectIcoNetPortB;    //B机网络图标

    publicGameObjectIcoNetPortThree;    //B机网络电脑图标

    publicGameObjectIcoNetPortWireshark;    //B机抓包网络图标

 

    publicGameObjectMasterLogic;    //主控制按钮集合

 

    publicGameObjectFive;

    publicGameObjectKeyBoard;    //键盘

 

    publicGameObjectNETA,NETB,NETC,NETD,NETE,NETF;

 

    publicGameObjectStartButton;   //启动按钮

 

}    //立钻哥哥:public class Files:MonoBehaviour{}

 

 

 

 

###B.1.3.7、Base/MoveToTarget.cs

###B.1.3.7、Base/MoveToTarget.cs

++B.1.3.7、Base/MoveToTarget.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\MoveToTarget.cs

publicclassMoveToTarget:MonoBehaviour{

    privatefloatSpeed=300;

    publicTransform[] target;

    private boolssMove=false;

    private TransformcurrentTarget;

    publicUnityEventMoveEnd=new UnityEvent();

    publicUnityEventMoveQure=new UnityEvent();

 

    publicvoidMsGetTarget(Colliderother){}

}

 

++MoveToTarget.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

usingUnityEngine.Events;

 

//移动到指定目标物体

publicclassMoveToTarget:MonoBehaviour{

    privatefloatSpeed=300;    //移动速度

    publicTransform[]target;   //多个目标物体

    private boolssMove=false;    //开始移动

    private TransformcurrentTarget;    //当前目标

 

    publicUnityEventMoveEnd=new UnityEvent();

    publicUnityEventMoveQure=new UnityEvent();    //移动确认

 

    void Update(){

        if(ssMove){

            if(transform.localPosition!=Vector3.zero){

                if(currentTarget==null){

                    return;

                }

 

                transform.parent=currentTarget;

                transform.localPosition=Vector3.MoveTowards(transform.localPosition,Vector3.zero,Speed*Time.deltaTime);

 

                if(transform.localPostion==Vector3.zero){

                    MoveEnd.Invoke();

                    ssMove=false;

                }

            }

        }

    }

 

    //获取到移动目标

    publicvoidMsGetTarget(Colliderother){

        if(other.name.IndexOf(b_r) >-1 ||other.name.IndexOf(b_l) > -1){

            for(int i=0;  i <target.Length;  i++){

                if(target[i].childCount<1){

                    currentTarget=target[i];

                   if(currentTarget==MyConst.CurrentMoveTarget){

                        MoveQure.Invoke();

                        ssMove=true;

                    }

                    break;

                }

            }

        }

    }

 

}    //立钻哥哥:public class MoveToTarget:MonoBehaviour{}

 

 

 

 

###B.1.3.8、Base/NetMouthEffect.cs

###B.1.3.8、Base/NetMouthEffect.cs

++B.1.3.8、Base/NetMouthEffect.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\NetMouthEffect.cs

publicclassNetMouthEffect:MonoBehaviour{

    publicUnityEventSourceEffect=new UnityEvent();

    IEnumeratorYieldOpenBoxCollider(){}

}

 

++NetMouthEffect.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

usingUnityEngine.Events;

 

//网口音乐特效:自身的碰撞体的控制

publicclassNetMouthEffect:MonoBehaviour{

     publicUnityEventSourceEffect=new UnityEvent();

    

    private void OnTriggerEnter(Colliderother){

        if(other.name.IndexOf(b_l) > -1 ||other.name.IndexOf(b_r) >1){

            return;

        }

        SourceEffect.Invoke();

    }

 

    //子集的个数

    privateintms_int_ChildCount;

 

    private void Update(){

        if(ms_int_ChildCount!=transform.childCount){

            if(transform.childCount> 0){

                transform.GetComponent<BoxCollider>().enabled=false;    //有物体

            }else{

                StartCoroutine(YieldOpenBoxCollider());    //没有物体

            }

 

            ms_int_ChildCount =transform.childCount;

        }

    }

 

    IEnumeratorYieldOpenBoxCollider(){

        yield return new WaitForSeconds(2.0f);

        transform.GetComponent<BoxCollider>().enabled=true;

    }

 

}    //立钻哥哥:public class NetMouthEffect : MonoBehaviour{}

 

 

 

 

###B.1.3.9、Base/NetPortPosContorl.cs

###B.1.3.9、Base/NetPortPosContorl.cs

++B.1.3.9、Base/NetPortPosContorl.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\NetPortPosContorl.cs

publicclassNetPortPosControl:MonoBehaviour{

    private Transformms_ParentTrans;

    private Vector3ms_StartPos;

}

 

++NetPortPosContorl.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//如果水晶头掉落下面则自动回到初始位置

publicclassNetPortPosControl:MonoBehaviour{

    private Transformms_ParentTrans;    //父级物体

    private Vector3ms_StartPos;    //开始位置

 

    void Start(){

        ms_StartPos=transform.position;

    }

 

    void Update(){

       if(transform.position.y <-1){

             transform.position=ms_StartPos;

        }

    }

 

}    //立钻哥哥:public class NetPortPosControl:MonoBehaviour{}

 

 

 

 

###B.1.3.10、Base/SelfRotation.cs

###B.1.3.10、Base/SelfRotation.cs

++B.1.3.10、Base/SelfRotation.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\SelfRotation.cs

publicclassSelfRotation:MonoBehaviour{

    publicfloatspeed=10.0f;

    publicenumEnumLock{  LockX,LockY,LockZ}

    public EnumLockLock;

}

 

++SelfRotation.cs

usingSystem.Collections;

usingSystem.Collections.Generic;

usingUnityEngine;

 

//自旋转

publicclassSelfRotation:MonoBehaviour{

    publicfloatspeed=10.0f;

    publicenumEnumLock{  LockX,LockY,LockZ  }

    public EnumLockLock;

 

    void Update(){

        switch(Lock){

            caseEnumLock.LockX:

                transform.Rotate(Vector3.left*speed*Time.deltaTime);

                break;

            caseEnumLock.LockY:

                transform.Rotate(Vector3.up*speed*Time.deltaTime);

                break;

            caseEnumLock.LockZ:

                transform.Rotate(Vector3.right*speed*Time.deltaTime);

                break;

            default:

                break;

        }

    }

 

}    //立钻哥哥:public class SelfRotation:MonoBehaviour{}

 

 

 

 

###B.1.3.11、Base/StepThree.cs

###B.1.3.11、Base/StepThree.cs

++B.1.3.11、Base/StepThree.cs

++++立钻哥哥:\Assets\FanSceneThree\0\_Apaqi\Script\Base\StepThree.cs

publicclassStepThree:MonoBehaviour{

    FilefilePlayer;

    List<Transform>ListMainStep=new List<Transform>();

    List<Transform>ListViceStep=new List<Transform>();

    List<Transform>ListMoveStep=new List<Transform>();

    List<Transform>ListText=new List<Transform>();

    List<Transform>ListCMD=new List<Transform>();

 

    BasicEventsbasicEvents;

    ClipManagerClipPlayer;

 

    private staticStepThreemsInstance;

    publicstaticStepThreeMsInstance{}

 

    private voidMsAddList(List<Transform>list,Transformtran){}

    publicvoidMsCheckStepNetPost4(){}

    publicvoidMsStepNetPort4(){}

    private voidMsStepNetPort4End(){}

    private voidMsStepPingResult(){}

    IEnumeratorIntervalShowText(){}

    publicvoidMsStepPingOverShow(){}

    publicvoidMsStepPingOver(){}

    private voidMsStepPingOverEnd(){}

}

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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