初始化步骤

This commit is contained in:
陈向学 2024-08-16 18:52:25 +08:00
parent 8c215ddeac
commit 5f4f46238f
5 changed files with 33 additions and 2 deletions

View File

@ -790,7 +790,7 @@ GameObject:
m_Component:
- component: {fileID: 559582437}
m_Layer: 0
m_Name: 10001
m_Name: 10002
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0

View File

@ -23,6 +23,7 @@ public class StepStateBase : MonoBehaviour
public void AddResetFunction(Action<string> callback)
{
this.callback = callback;
Debug.Log("步骤状态注册成功:" + gameObject.name);
}
/// <summary>
@ -32,6 +33,7 @@ public class StepStateBase : MonoBehaviour
{
if (callback != null)
{
Debug.Log("步骤初始化:" + gameObject.name);
callback(initStatePara);
}
}

View File

@ -1,7 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
/// <summary>
/// 步骤状态控制(配置步骤初始状态,断线重连步骤状态加载,步骤状态结果实时提交)
@ -26,17 +28,38 @@ public class StepStateControl : MonoBehaviour
m_Steps.ForEach(a=> { a.Init(); });
}
/// <summary>
/// 注册当前科目里步骤里某个需要初始化的状态脚本
/// </summary>
/// <param name="objName"></param>
public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
{
List<StepState> ss=m_Steps.FindAll(a => a.systemId == GameManager.Instance.systemId && a.schemeId == GameManager.RunModelMgr.schemeID && subProcessIds.Contains(a.subProcessId));
if (ss.Count >0)
{
ss.ForEach(a=>
{
StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
if (sb != null)
{
sb.AddResetFunction(callback);
}
});
}
}
/// <summary>
/// 调用初始化步骤
/// </summary>
/// <param name="process"></param>
/// <param name="subProcess"></param>
/// <param name="step"></param>
public void InitStepState(int systemId, int schemeId, int subProcessId)
public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
{
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
if (tmp != null)
{
Debug.Log("初始化步骤");
//跳场景
tmp.InvokeChangeScene();
//初始化base

View File

@ -66,6 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
{
//GetTriggerID();
UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId);
}
/// <summary>
/// 退出

View File

@ -14,6 +14,11 @@ public class Device_Mobile : MonoBehaviour
private void Awake()
{
_highlight = GetComponent<HighlightEffect>();
//注册状态初始化回调
StepStateControl.instance.AddStepStateBase(new int[]{3001,3002 },"手机", para =>
{
downIndex = int.Parse(para);
});
}
private void Start()
{