步骤还原完善
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@ -11,122 +11,104 @@ public class StepState_1002 : StepState
|
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{
|
||||
private void Awake()
|
||||
{
|
||||
steps.Add(1, E_SceneType.Office);
|
||||
steps.Add(2, E_SceneType.Office);
|
||||
steps.Add(3, E_SceneType.Office);
|
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steps.Add(4, E_SceneType.Office);
|
||||
steps.Add(5, E_SceneType.ToolRoom);
|
||||
steps.Add(6, E_SceneType.ToolRoom);
|
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steps.Add(7, E_SceneType.Site);
|
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steps.Add(8, E_SceneType.Site);
|
||||
steps.Add(9, E_SceneType.Site);
|
||||
steps.Add(10, E_SceneType.Site);
|
||||
steps.Add(11, E_SceneType.Site);
|
||||
steps.Add(12, E_SceneType.Site);
|
||||
steps.Add(13, E_SceneType.Site);
|
||||
steps.Add(14, E_SceneType.Site);
|
||||
steps.Add(15, E_SceneType.Site);
|
||||
steps.Add(16, E_SceneType.Site);
|
||||
steps.Add(17, E_SceneType.Site);
|
||||
steps.Add(18, E_SceneType.Site);
|
||||
steps.Add(3001, E_SceneType.Office);
|
||||
steps.Add(3002, E_SceneType.Office);
|
||||
steps.Add(3003, E_SceneType.Office);
|
||||
steps.Add(3004, E_SceneType.Office);
|
||||
steps.Add(3005, E_SceneType.ToolRoom);
|
||||
steps.Add(3006, E_SceneType.ToolRoom);
|
||||
steps.Add(3007, E_SceneType.Site);
|
||||
steps.Add(3008, E_SceneType.Site);
|
||||
steps.Add(3009, E_SceneType.Site);
|
||||
steps.Add(3010, E_SceneType.Site);
|
||||
steps.Add(3011, E_SceneType.Site);
|
||||
steps.Add(3012, E_SceneType.Site);
|
||||
steps.Add(3013, E_SceneType.Site);
|
||||
steps.Add(3014, E_SceneType.Site);
|
||||
steps.Add(3015, E_SceneType.Site);
|
||||
steps.Add(3016, E_SceneType.Site);
|
||||
steps.Add(3017, E_SceneType.Site);
|
||||
steps.Add(3018, E_SceneType.Site);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 跳步骤
|
||||
/// </summary>
|
||||
/// <param name="num">从一开始</param>
|
||||
public void JumpStep(int num)
|
||||
{
|
||||
num--;
|
||||
//检查是否跳场景
|
||||
InvokeChangeScene(steps[num], isChangeSence =>
|
||||
{
|
||||
//找到此步骤场景第一个
|
||||
int first = steps.First(a => a.Value == steps[num]).Key;
|
||||
|
||||
//从场景第一个开始还原到此步骤
|
||||
while (first>steps.Count-1 && first>num)
|
||||
{
|
||||
SetStepState(first);
|
||||
first++;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void SetStepState(int num)
|
||||
public override void SetStepState(int num)
|
||||
{
|
||||
Debug.Log("切换步骤"+num);
|
||||
if (num == 1)
|
||||
if (num == 3001)
|
||||
{
|
||||
//查看任务单
|
||||
OfficeManager.Instance.mobileController.downIndex = 0;
|
||||
}
|
||||
else if (num == 2)
|
||||
else if (num == 3002)
|
||||
{
|
||||
//工作预约
|
||||
OfficeManager.Instance.mobileController.downIndex = 1;
|
||||
}
|
||||
else if (num == 3)
|
||||
else if (num == 3003)
|
||||
{
|
||||
//办理工作票
|
||||
OfficeManager.Instance.mobileController.downIndex = 1;
|
||||
}
|
||||
else if (num == 4)
|
||||
else if (num == 3004)
|
||||
{
|
||||
//填写装拆工单
|
||||
OfficeManager.Instance.mobileController.downIndex = 1;
|
||||
}
|
||||
else if (num == 5)
|
||||
else if (num == 3005)
|
||||
{
|
||||
//³¡¾°Ê׸ö²½Öè
|
||||
//正确着装
|
||||
PacksackBagMgr.Instance.ClearAllToolAndDiveceAndMaterial();
|
||||
}
|
||||
else if (num == 6)
|
||||
else if (num == 3006)
|
||||
{
|
||||
//选取工器具
|
||||
}
|
||||
else if (num == 7)
|
||||
else if (num == 3007)
|
||||
{
|
||||
//与客户沟通
|
||||
}
|
||||
else if (num == 8)
|
||||
else if (num == 3008)
|
||||
{
|
||||
//班前会
|
||||
}
|
||||
else if (num == 9)
|
||||
else if (num == 3009)
|
||||
{
|
||||
//接线检查
|
||||
}
|
||||
else if(num == 10)
|
||||
else if(num == 3010)
|
||||
{
|
||||
//断开电源并验电
|
||||
}
|
||||
else if (num == 11)
|
||||
else if (num == 3011)
|
||||
{
|
||||
//核对和抄录计量设备信息
|
||||
}
|
||||
else if(num==12)
|
||||
else if(num== 3012)
|
||||
{
|
||||
//拆除电能计量装置
|
||||
}
|
||||
else if( num == 13)
|
||||
else if( num == 3013)
|
||||
{
|
||||
//安装电能表
|
||||
}
|
||||
else if (num == 14)
|
||||
else if (num == 3014)
|
||||
{
|
||||
//安装检查
|
||||
}
|
||||
else if(num==15)
|
||||
else if(num== 3015)
|
||||
{
|
||||
//现场通电及检查
|
||||
}
|
||||
else if(num==16)
|
||||
else if(num== 3016)
|
||||
{
|
||||
//实施封印
|
||||
}
|
||||
else if(num==17)
|
||||
else if(num== 3017)
|
||||
{
|
||||
//填写告知单
|
||||
}
|
||||
else if(num==18)
|
||||
else if(num== 3018)
|
||||
{
|
||||
//清理现场
|
||||
}
|
||||
|
|
|
@ -7,23 +7,43 @@ using UnityEngine;
|
|||
/// <summary>
|
||||
/// 步骤状态(管理一个步骤下的所有需要初始化的状态)
|
||||
/// </summary>
|
||||
public class StepState : MonoBehaviour
|
||||
public abstract class StepState : MonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public int systemId;
|
||||
[HideInInspector]
|
||||
public int schemeId;
|
||||
[HideInInspector]
|
||||
public int subProcessId;
|
||||
|
||||
|
||||
public Dictionary<int,E_SceneType> steps;
|
||||
public Dictionary<int,E_SceneType> steps=new Dictionary<int, E_SceneType>();
|
||||
|
||||
public void Init()
|
||||
{
|
||||
subProcessId = int.Parse(gameObject.name);
|
||||
schemeId = int.Parse(transform.parent.name);
|
||||
systemId = int.Parse(transform.parent.parent.name);
|
||||
schemeId = int.Parse(transform.name);
|
||||
systemId = int.Parse(transform.parent.name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 跳步骤
|
||||
/// </summary>
|
||||
/// <param name="num">从一开始</param>
|
||||
public void JumpStep(int num)
|
||||
{
|
||||
//检查是否跳场景
|
||||
InvokeChangeScene(steps[num], isChangeSence =>
|
||||
{
|
||||
//找到此步骤场景第一个
|
||||
int first = steps.First(a => a.Value == steps[num]).Key;
|
||||
|
||||
//从场景第一个开始还原到此步骤
|
||||
foreach (var item in steps)
|
||||
{
|
||||
if(item.Key>=first && item.Key<=num)
|
||||
{
|
||||
SetStepState(item.Key);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -70,5 +90,7 @@ public class StepState : MonoBehaviour
|
|||
doStepState.Invoke(false);
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void SetStepState(int num);
|
||||
}
|
||||
|
||||
|
|
|
@ -28,40 +28,25 @@ public class StepStateControl : MonoBehaviour
|
|||
m_Steps.ForEach(a=> { a.Init(); });
|
||||
}
|
||||
|
||||
///// <summary>
|
||||
///// 注册科目回调(主要切换场景)
|
||||
///// </summary>
|
||||
///// <param name="systemId"></param>
|
||||
///// <param name="schemeId"></param>
|
||||
///// <param name="subProcessId"></param>
|
||||
//public void AddStepState(int systemId, int schemeId, int subProcessId, Action<E_SceneType> callback)
|
||||
//{
|
||||
// StepState ss = m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId== subProcessId);
|
||||
// if(ss!=null)
|
||||
// {
|
||||
// ss.AddResetChangeScene(callback);
|
||||
// }
|
||||
//}
|
||||
|
||||
/// <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);
|
||||
//}
|
||||
});
|
||||
}
|
||||
}
|
||||
//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
|
||||
|
@ -71,17 +56,11 @@ public class StepStateControl : MonoBehaviour
|
|||
/// <param name="step"></param>
|
||||
public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
|
||||
{
|
||||
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
|
||||
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId);
|
||||
if (tmp != null)
|
||||
{
|
||||
Debug.Log("初始化步骤");
|
||||
//跳场景
|
||||
//tmp.InvokeChangeScene();
|
||||
//初始化base
|
||||
//tmp.stepStateBases.ForEach(a =>
|
||||
//{
|
||||
// a.InvokeInitStepStae();
|
||||
//});
|
||||
Debug.Log("执行步骤状态设置跳步骤");
|
||||
tmp.JumpStep(subProcessId);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -98,6 +98,19 @@ public class PacksackBagMgr : BaseManager<PacksackBagMgr>
|
|||
/// </summary>
|
||||
public void ClearAllToolAndDiveceAndMaterial()
|
||||
{
|
||||
for (int i = 0; i < toolAndMaterialDic.Count; i++)
|
||||
{
|
||||
int indexI = i;
|
||||
for (int j = 0; j < toolAndMaterialDic[indexI].Count; j++)
|
||||
{
|
||||
int indexJ = j;
|
||||
GameObject obj = GameObject.Instantiate(toolAndMaterialDic[indexI][indexJ].objPrefab);
|
||||
obj.name = toolAndMaterialDic[indexI][indexJ].toolName;
|
||||
obj.transform.position = toolAndMaterialDic[indexI][indexJ].selfPosInToolRoom;
|
||||
obj.GetComponent<Tool_SelectComponent>().itemInfo = toolAndMaterialDic[indexI][indexJ];
|
||||
}
|
||||
}
|
||||
wearDic.Clear();
|
||||
toolAndMaterialDic.Clear();
|
||||
}
|
||||
|
||||
|
|
|
@ -8,18 +8,6 @@ public class MobileController : PermanentTriggerBase
|
|||
{
|
||||
public int downIndex = 0;
|
||||
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
base.OnAwake();
|
||||
//注册状态初始化回调
|
||||
StepStateControl.instance.AddStepStateBase(new int[] { 3001, 3002 }, "手机", para =>
|
||||
{
|
||||
downIndex = int.Parse(para);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
protected override void OnMDown()
|
||||
{
|
||||
switch (downIndex)
|
||||
|
|
Loading…
Reference in New Issue