This commit is contained in:
陈向学 2024-08-29 18:00:19 +08:00
commit 4184b24f4b
16 changed files with 100 additions and 59 deletions

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@ -292,7 +292,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 314.875, y: -224}
m_AnchoredPosition: {x: 236, y: -224}
m_SizeDelta: {x: 100, y: 29}
m_Pivot: {x: 0.5, y: 0}
--- !u!222 &5143475168080495406
@ -395,7 +395,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
m_IsActive: 0
--- !u!224 &5143475168199256130
RectTransform:
m_ObjectHideFlags: 0
@ -863,7 +863,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 0, y: 1}
m_AnchoredPosition: {x: 236, y: -224}
m_AnchoredPosition: {x: 157.125, y: -224}
m_SizeDelta: {x: 100, y: 29}
m_Pivot: {x: 0.5, y: 0}
--- !u!222 &5143475170184534651

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@ -11,9 +11,10 @@ public class Check_JieXian : PermanentTriggerBase
/// 是否已检查接线完好
/// </summary>
public bool isChecked;
private void OnMouseDown()
protected override void OnMDown()
{
if (SiteManager.instance.measuringCabinet.jieXian_lines.TrueForAll(a=>a.isConnected) && SiteManager.instance.measuringCabinet.meteringDevice.jieXian_screws.TrueForAll(a=>a.isInstall))
base.OnMDown();
if (SiteManager.instance.measuringCabinet.jieXian_lines.TrueForAll(a => a.isConnected) && SiteManager.instance.measuringCabinet.meteringDevice.jieXian_screws.TrueForAll(a => a.isInstall))
{
Invoke("Check", 1);
}
@ -24,19 +25,23 @@ public class Check_JieXian : PermanentTriggerBase
/// </summary>
public void Check()
{
Debug.Log("½ÓÏßÍêºÃ");
isChecked = true;
GetComponent<BoxCollider>().enabled = false;
if (GameManager.UIMgr != null)
if (GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true) == 0)
{
GameObject tip2 = Instantiate<GameObject>(Resources.Load<GameObject>("UI/UI_Tip/TipPanel"),GameManager.UIMgr.canvas.transform);
TipPanel tipPanel = tip2.GetComponent<TipPanel>();
tipPanel.Init("½ÓÏßÍêºÃ£¡");
Debug.Log("½ÓÏßÍêºÃ");
isChecked = true;
GetComponent<BoxCollider>().enabled = false;
if (GameManager.UIMgr != null)
{
GameObject tip2 = Instantiate<GameObject>(Resources.Load<GameObject>("UI/UI_Tip/TipPanel"), GameManager.UIMgr.canvas.transform);
TipPanel tipPanel = tip2.GetComponent<TipPanel>();
tipPanel.Init("½ÓÏßÍêºÃ£¡");
}
//GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true);
base.CallScoreAction(true);
}
GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true);
base.CallScoreAction(true);
}
}

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@ -23,17 +23,23 @@ public class Tool_BoxSeal : Tool_Base
//ÂÝ˿šÉÏÁ˾Ͱ²×°·âÓ¡
if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left.isInstall)
{
//盖子左封印
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.Install();
//打分
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.CallScoreAction(true);
if ((triggerAction == null ? 0 : triggerAction.Invoke(screw.triggerName, true)) == 0)
{
//盖子左封印
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.Install();
//打分
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.CallScoreAction(true);
}
}
else if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right.isInstall)
{
//盖子右封印
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.Install();
//打分
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.CallScoreAction(true);
if ((triggerAction == null ? 0 : triggerAction.Invoke(screw.triggerName, true)) == 0)
{
//盖子右封印
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.Install();
//打分
SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.CallScoreAction(true);
}
}
}
}

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@ -70,7 +70,7 @@ public class Tool_TestPen : Tool_Base
/// <param name="device_base">被验电设备</param>
public void Test(Device_Base device_base)
{
if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true)) == 0)
if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", false)) == 0)
{
if (device_base.deviceType == DeviceType._插座)
{
@ -83,6 +83,7 @@ public class Tool_TestPen : Tool_Base
Debug.Log("计量柜_插座 已验电");
isFlicker = tmp.hasElectricity;
screem.materials[0].color = isFlicker ? Color.red : Color.white;
int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
});
}
@ -98,6 +99,7 @@ public class Tool_TestPen : Tool_Base
Debug.Log("计量柜_柜门 已验电");
isFlicker = tmp.hasElectricity;
screem.materials[0].color = isFlicker ? Color.red : Color.white;
int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
});
}

View File

@ -52,8 +52,8 @@ public class Tool_WireStripper : Tool_Base
//¼ô¶Ï
device_Seal.Cut();
isCuning = false;
//int result = (triggerAction == null ? 0 : triggerAction.Invoke(triggerName, true));
ReBackHead();
int result = (triggerAction == null ? 0 : triggerAction.Invoke(device_Seal.triggerName, true));
}
private void Update()
@ -68,7 +68,7 @@ public class Tool_WireStripper : Tool_Base
Device_Seal ds = hit.transform.GetComponent<Device_Seal>();
if (ds != null)
{
if ((triggerAction == null ? 0 : triggerAction.Invoke(ds.triggerName, true))== 0)
if ((triggerAction == null ? 0 : triggerAction.Invoke(ds.triggerName, false))== 0)
{
CutOpen(ds);
}

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@ -90,7 +90,7 @@ public class D_Process : I_Enter, I_Exit
CurrentSubProcess.Exit();
CurrentSubProcess = GetSubProcess(subProcessId);
CurrentSubProcess.Enter();
UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
//UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
if (subProcessStepId == 0)
CurrentSubProcess.HandoverSubProcessStep(CurrentSubProcess.subProcessStepes[0].id);
else
@ -127,7 +127,7 @@ public class D_Process : I_Enter, I_Exit
/// </summary>
public void Enter()
{
UnityEngine.Debug.Log("进入当前流程:" + id + "_" + processName);
//UnityEngine.Debug.Log("进入当前流程:" + id + "_" + processName);
}
/// <summary>
@ -135,6 +135,6 @@ public class D_Process : I_Enter, I_Exit
/// </summary>
public void Exit()
{
UnityEngine.Debug.Log("退出当前流程:" + id + "_" + processName);
//UnityEngine.Debug.Log("退出当前流程:" + id + "_" + processName);
}
}

View File

@ -83,7 +83,7 @@ public class D_Scheme
CurrentProcess.Exit();
CurrentProcess = GetProcess(processId);
CurrentProcess.Enter();
UnityEngine.Debug.Log("切换流程到:" + processId);
//UnityEngine.Debug.Log("切换流程到:" + processId);
if (subProcessId == 0)
CurrentProcess.HandoverSubProcess(CurrentProcess.subProcesses[0].id, subProcessStepId);
else

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@ -108,8 +108,8 @@ public class D_SubProcess : I_Enter, I_Exit
CurrentSubProcessStep.Exit();
CurrentSubProcessStep = GetSubProcessStep(stepId);
CurrentSubProcessStep.Enter();
UnityEngine.Debug.Log("切换子流程步骤到:" + stepId);
UnityEngine.Debug.Log("切换子流程步骤TriggerID到:" + ProcessManager.Instance.subProcessStepTriggerID);
//UnityEngine.Debug.Log("切换子流程步骤到:" + stepId);
//UnityEngine.Debug.Log("切换子流程步骤TriggerID到:" + ProcessManager.Instance.subProcessStepTriggerID);
}
/// <summary>
@ -135,7 +135,7 @@ public class D_SubProcess : I_Enter, I_Exit
/// </summary>
public void Exit()
{
UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
//UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
}
/// <summary>
@ -143,6 +143,6 @@ public class D_SubProcess : I_Enter, I_Exit
/// </summary>
public void Enter()
{
UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
//UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
}
}

View File

@ -66,7 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
public void Enter()
{
//GetTriggerID();
UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
//UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
}
/// <summary>
/// 退出
@ -75,6 +75,6 @@ public class D_SubProcessStep : I_Enter, I_Exit
{
//triggersId.Clear();
//triggersComplete.Clear();
UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
//UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
}
}

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@ -137,7 +137,7 @@ public class ProcessManager : BaseManager<ProcessManager>
{
HandoverSubProcess(spID, 0);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
//Debug.Log($"<color=red>进入下一步子流程</color>");
//Debug.Log("进入下一步子流程");
return true;
}
@ -188,26 +188,28 @@ public class ProcessManager : BaseManager<ProcessManager>
if (triggerID == currentSubProcessStepTriggerID)
{
if (isRemove)
{
d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.RemoveAt(0);
}
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count == 0)
{
CheckSubProcessSteps(subProcessStepId);
}
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count != 0)
{
string triggerNameTemp = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0];
string splitResult = "";
if (triggerNameTemp.Contains("+"))
if (triggerID != "工具间按钮" && triggerID != "现场按钮" && triggerID != "收回工具")
{
splitResult = triggerNameTemp.Split('+')[1];
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
{
p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
{
CheckSubProcessSteps(subProcessStepId);
CurrentSubProcessStepTriggerNames();
});
});
}
else
{
splitResult = triggerNameTemp;
CheckSubProcessSteps(subProcessStepId);
}
subProcessStepTriggerID = splitResult;
GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, splitResult);
}
CurrentSubProcessStepTriggerNames();
return 0;
}
else
@ -229,6 +231,31 @@ public class ProcessManager : BaseManager<ProcessManager>
}
}
/// <summary>
/// 切换流程之后, 当前子流程步骤triggerName不等于0的时候操作
/// </summary>
private void CurrentSubProcessStepTriggerNames()
{
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count != 0)
{
string triggerNameTemp = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0];
string splitResult = "";
if (triggerNameTemp.Contains("+"))
{
splitResult = triggerNameTemp.Split('+')[1];
}
else
{
splitResult = triggerNameTemp;
}
subProcessStepTriggerID = splitResult;
GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, splitResult);
}
}
/// <summary>
/// 操作错子流程步骤的triggerName的错误提示
/// </summary>
private void StepErrorTips()
{
if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>())

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@ -31,7 +31,6 @@ public class ImageTips : MonoBehaviour
{
if (tween != null)
tween.Kill(true);
//image.DOKill();
transform.parent = null;
gameObject.SetActive(false);
}

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@ -34,15 +34,16 @@ public class MobileController : PermanentTriggerBase
}
}
private void PlayerTalk(string triggerID)
private void PlayerTalk(string triggerName)
{
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, false) == 0)
{
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
{
panel.Init(triggerID, "ºÃµÄ", (intTemp) =>
panel.Init(triggerName, "ºÃµÄ", (intTemp) =>
{
ScoreManager.instance.Check(triggerName, "工作预约完成");
GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true);
GameManager.UIMgr.HidePanel<UI_CustomSessionPanel>();
});
});

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@ -45,7 +45,10 @@ public class UI_CheckMyselfPanel : BasePanel
private void OnWearState()
{
if (PacksackBagMgr.Instance.IsWeared(validToolNames))
{
GameManager.UIMgr.imageTips.HideTips();
GameManager.UIMgr.HidePanel<UI_CheckMyselfPanel>();
}
}
protected override void OnClick(string btnName)

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@ -1,5 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.Events;
@ -43,24 +41,24 @@ public class UI_MessagePanel : BasePanel
{
case E_MessageType.Normal:
GetControl<Image>("Image_NormalBackGround").gameObject.SetActive(true);
GetControl<Image>("Image_WarnBackGround").gameObject.SetActive(false);
GetControl<Button>("Button_NormalConfirm").gameObject.SetActive(true);
GetControl<Image>("Image_WarnBackGround").gameObject.SetActive(false);
GetControl<Button>("Button_NormalCancel").gameObject.SetActive(false);
GetControl<Button>("Button_WarmConfirm").gameObject.SetActive(false);
break;
case E_MessageType.Error:
GetControl<Image>("Image_NormalBackGround").gameObject.SetActive(true);
GetControl<Image>("Image_WarnBackGround").gameObject.SetActive(false);
GetControl<Button>("Button_NormalConfirm").gameObject.SetActive(true);
GetControl<Button>("Button_NormalCancel").gameObject.SetActive(true);
GetControl<Image>("Image_WarnBackGround").gameObject.SetActive(false);
GetControl<Button>("Button_WarmConfirm").gameObject.SetActive(false);
break;
case E_MessageType.Warning:
GetControl<Image>("Image_WarnBackGround").gameObject.SetActive(true);
GetControl<Button>("Button_WarmConfirm").gameObject.SetActive(true);
GetControl<Image>("Image_NormalBackGround").gameObject.SetActive(false);
GetControl<Button>("Button_NormalConfirm").gameObject.SetActive(false);
GetControl<Button>("Button_NormalCancel").gameObject.SetActive(false);
GetControl<Button>("Button_WarmConfirm").gameObject.SetActive(true);
break;
}