初始化步骤
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@ -790,7 +790,7 @@ GameObject:
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m_Component:
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- component: {fileID: 559582437}
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m_Layer: 0
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m_Name: 10001
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m_Name: 10002
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -23,6 +23,7 @@ public class StepStateBase : MonoBehaviour
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public void AddResetFunction(Action<string> callback)
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{
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this.callback = callback;
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Debug.Log("步骤状态注册成功:" + gameObject.name);
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}
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/// <summary>
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@ -32,6 +33,7 @@ public class StepStateBase : MonoBehaviour
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{
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if (callback != null)
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{
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Debug.Log("步骤初始化:" + gameObject.name);
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callback(initStatePara);
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}
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}
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@ -1,7 +1,9 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering.VirtualTexturing;
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/// <summary>
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/// 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)
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@ -26,17 +28,38 @@ public class StepStateControl : MonoBehaviour
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m_Steps.ForEach(a=> { a.Init(); });
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}
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/// <summary>
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/// 注册当前科目里步骤里某个需要初始化的状态脚本
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/// </summary>
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/// <param name="objName"></param>
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public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
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{
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List<StepState> ss=m_Steps.FindAll(a => a.systemId == GameManager.Instance.systemId && a.schemeId == GameManager.RunModelMgr.schemeID && subProcessIds.Contains(a.subProcessId));
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if (ss.Count >0)
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{
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ss.ForEach(a=>
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{
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StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
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if (sb != null)
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{
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sb.AddResetFunction(callback);
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}
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});
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}
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}
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/// <summary>
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/// 调用初始化步骤
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/// </summary>
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/// <param name="process"></param>
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/// <param name="subProcess"></param>
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/// <param name="step"></param>
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public void InitStepState(int systemId, int schemeId, int subProcessId)
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public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
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{
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StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
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if (tmp != null)
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{
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Debug.Log("初始化步骤");
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//跳场景
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tmp.InvokeChangeScene();
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//初始化base
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@ -66,6 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
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{
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//GetTriggerID();
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UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId);
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}
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/// <summary>
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/// 退出
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@ -14,6 +14,11 @@ public class Device_Mobile : MonoBehaviour
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private void Awake()
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{
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_highlight = GetComponent<HighlightEffect>();
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//注册状态初始化回调
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StepStateControl.instance.AddStepStateBase(new int[]{3001,3002 },"手机", para =>
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{
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downIndex = int.Parse(para);
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});
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}
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private void Start()
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{
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