修改清理杂物判断逻辑
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4766fa4d06
commit
1a4ec4d0e7
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@ -7,10 +7,13 @@ public class Device_Sundries : Device_Base
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protected override void OnMDown()
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protected override void OnMDown()
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{
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{
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base.OnMDown();
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base.OnMDown();
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Debug.Log("清理柜子杂物");
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if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true) == 0)
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gameObject.SetActive(false);
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{
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triggerAction.Invoke(triggerName, false);
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Debug.Log("清理柜子杂物");
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base.CallScoreAction();
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gameObject.SetActive(false);
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triggerAction.Invoke(triggerName, false);
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base.CallScoreAction();
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}
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}
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}
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}
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}
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@ -8,10 +8,11 @@ using UnityEngine;
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/// </summary>
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/// </summary>
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public class OfficeManager : SingletonMono<OfficeManager>
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public class OfficeManager : SingletonMono<OfficeManager>
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{
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{
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public int currentProcessID;
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//public int currentProcessID;
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public int currentSubProcessID;
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//public int currentSubProcessID;
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public int currentSubProcessStepID;
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//public int currentSubProcessStepID;
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public int currentSubProcessStepTriggerID;
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//public int currentSubProcessStepTriggerID;
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/// <summary>
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/// <summary>
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@ -20,7 +21,6 @@ public class OfficeManager : SingletonMono<OfficeManager>
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public MobileController mobileController;
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public MobileController mobileController;
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void Start()
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void Start()
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{
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{
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GameManager.EventMgr.AddEventListener(Enum_EventType.OfficeTimeLineOver, OfficeTimeLineOver);
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GameManager.EventMgr.AddEventListener(Enum_EventType.OfficeTimeLineOver, OfficeTimeLineOver);
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GameManager.EventMgr.AddEventListener(Enum_EventType.InitializationUI, InitializationUI);
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GameManager.EventMgr.AddEventListener(Enum_EventType.InitializationUI, InitializationUI);
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if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
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if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
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@ -150,12 +150,12 @@ public class ProcessManager : BaseManager<ProcessManager>
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStep, d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStep, d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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//Debug.Log("进入下一步流程");
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Debug.Log($"<color=red>进入下一步流程</color>");
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return true;
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return true;
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}
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}
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else
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else
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{
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{
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//Debug.Log("完成所有");
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Debug.Log($"<color=red>完成所有</color>");
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return false;
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return false;
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}
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}
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@ -164,7 +164,7 @@ public class ProcessManager : BaseManager<ProcessManager>
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}
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}
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else
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else
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{
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{
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//Debug.Log("按照流程走");
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Debug.Log($"<color=red>按照流程走</color>");
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StepErrorTips();
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StepErrorTips();
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return false;
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return false;
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}
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}
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@ -10,7 +10,7 @@ public class UI_PlayerSessionPanel : BasePanel
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{
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{
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private string triggerID;
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private string triggerID;
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public Action<string> callBack;
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public Action<string> callBack;
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private float typingSpeed = 0.05f;
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private float typingSpeed = 0.05f;
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/// <summary>
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/// <summary>
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/// 初始化,state 0 激活另一个操作
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/// 初始化,state 0 激活另一个操作
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/// </summary>
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/// </summary>
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@ -18,7 +18,7 @@ public class UI_PlayerSessionPanel : BasePanel
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{
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{
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this.triggerID = triggerID;
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this.triggerID = triggerID;
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callBack += _callBack;
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callBack += _callBack;
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//GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = clientTalk /*"好的"*/;
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GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "";
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//UItext = GetControl<TextMeshProUGUI>("PlayerText_DialogBox");
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//UItext = GetControl<TextMeshProUGUI>("PlayerText_DialogBox");
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StartTypewriterEffect(clientTalk);
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StartTypewriterEffect(clientTalk);
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}
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}
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