步骤还原完善

This commit is contained in:
陈向学 2024-08-23 20:03:25 +08:00
parent 80b5a8aca4
commit 672d593535
7 changed files with 177 additions and 808 deletions

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@ -11,122 +11,104 @@ public class StepState_1002 : StepState
{ {
private void Awake() private void Awake()
{ {
steps.Add(1, E_SceneType.Office); steps.Add(3001, E_SceneType.Office);
steps.Add(2, E_SceneType.Office); steps.Add(3002, E_SceneType.Office);
steps.Add(3, E_SceneType.Office); steps.Add(3003, E_SceneType.Office);
steps.Add(4, E_SceneType.Office); steps.Add(3004, E_SceneType.Office);
steps.Add(5, E_SceneType.ToolRoom); steps.Add(3005, E_SceneType.ToolRoom);
steps.Add(6, E_SceneType.ToolRoom); steps.Add(3006, E_SceneType.ToolRoom);
steps.Add(7, E_SceneType.Site); steps.Add(3007, E_SceneType.Site);
steps.Add(8, E_SceneType.Site); steps.Add(3008, E_SceneType.Site);
steps.Add(9, E_SceneType.Site); steps.Add(3009, E_SceneType.Site);
steps.Add(10, E_SceneType.Site); steps.Add(3010, E_SceneType.Site);
steps.Add(11, E_SceneType.Site); steps.Add(3011, E_SceneType.Site);
steps.Add(12, E_SceneType.Site); steps.Add(3012, E_SceneType.Site);
steps.Add(13, E_SceneType.Site); steps.Add(3013, E_SceneType.Site);
steps.Add(14, E_SceneType.Site); steps.Add(3014, E_SceneType.Site);
steps.Add(15, E_SceneType.Site); steps.Add(3015, E_SceneType.Site);
steps.Add(16, E_SceneType.Site); steps.Add(3016, E_SceneType.Site);
steps.Add(17, E_SceneType.Site); steps.Add(3017, E_SceneType.Site);
steps.Add(18, E_SceneType.Site); steps.Add(3018, E_SceneType.Site);
} }
/// <summary> public override void SetStepState(int num)
/// 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)
{ {
Debug.Log("切换步骤"+num); Debug.Log("切换步骤"+num);
if (num == 1) if (num == 3001)
{ {
//查看任务单 //查看任务单
OfficeManager.Instance.mobileController.downIndex = 0; OfficeManager.Instance.mobileController.downIndex = 0;
} }
else if (num == 2) else if (num == 3002)
{ {
//工作预约 //工作预约
OfficeManager.Instance.mobileController.downIndex = 1; OfficeManager.Instance.mobileController.downIndex = 1;
} }
else if (num == 3) else if (num == 3003)
{ {
//办理工作票 //办理工作票
OfficeManager.Instance.mobileController.downIndex = 1;
} }
else if (num == 4) else if (num == 3004)
{ {
//填写装拆工单 //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 //正确着装
PacksackBagMgr.Instance.ClearAllToolAndDiveceAndMaterial();
} }
else if (num == 6) else if (num == 3006)
{ {
//选取工器具 //选取工器具
} }
else if (num == 7) else if (num == 3007)
{ {
//与客户沟通 //与客户沟通
} }
else if (num == 8) else if (num == 3008)
{ {
//班前会 //班前会
} }
else if (num == 9) else if (num == 3009)
{ {
//接线检查 //接线检查
} }
else if(num == 10) else if(num == 3010)
{ {
//断开电源并验电 //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 //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 //拆除电能计量装置
} }
else if( num == 13) else if( num == 3013)
{ {
//安装电能表 //安装电能表
} }
else if (num == 14) else if (num == 3014)
{ {
//安装检查 //安装检查
} }
else if(num==15) else if(num== 3015)
{ {
//现场通电及检查 //现场通电及检查
} }
else if(num==16) else if(num== 3016)
{ {
//实施封印 //实施封印
} }
else if(num==17) else if(num== 3017)
{ {
//填写告知单 //填写告知单
} }
else if(num==18) else if(num== 3018)
{ {
//清理现场 //清理现场
} }

View File

@ -7,23 +7,43 @@ using UnityEngine;
/// <summary> /// <summary>
/// 步骤状态(管理一个步骤下的所有需要初始化的状态) /// 步骤状态(管理一个步骤下的所有需要初始化的状态)
/// </summary> /// </summary>
public class StepState : MonoBehaviour public abstract class StepState : MonoBehaviour
{ {
[HideInInspector] [HideInInspector]
public int systemId; public int systemId;
[HideInInspector] [HideInInspector]
public int schemeId; 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() public void Init()
{ {
subProcessId = int.Parse(gameObject.name); schemeId = int.Parse(transform.name);
schemeId = int.Parse(transform.parent.name); systemId = int.Parse(transform.parent.name);
systemId = int.Parse(transform.parent.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> /// <summary>
@ -70,5 +90,7 @@ public class StepState : MonoBehaviour
doStepState.Invoke(false); doStepState.Invoke(false);
} }
} }
public abstract void SetStepState(int num);
} }

View File

@ -28,40 +28,25 @@ public class StepStateControl : MonoBehaviour
m_Steps.ForEach(a=> { a.Init(); }); 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> /// <summary>
/// 注册当前科目里步骤里某个需要初始化的状态脚本 /// 注册当前科目里步骤里某个需要初始化的状态脚本
/// </summary> /// </summary>
/// <param name="objName"></param> /// <param name="objName"></param>
public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> 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); // 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> /// <summary>
/// 调用初始化步骤 /// 调用初始化步骤
@ -71,17 +56,11 @@ public class StepStateControl : MonoBehaviour
/// <param name="step"></param> /// <param name="step"></param>
public void InvokeInitStepState(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); StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId);
if (tmp != null) if (tmp != null)
{ {
Debug.Log("初始化步骤"); Debug.Log("执行步骤状态设置跳步骤");
//跳场景 tmp.JumpStep(subProcessId);
//tmp.InvokeChangeScene();
//初始化base
//tmp.stepStateBases.ForEach(a =>
//{
// a.InvokeInitStepStae();
//});
} }
} }

View File

@ -98,6 +98,19 @@ public class PacksackBagMgr : BaseManager<PacksackBagMgr>
/// </summary> /// </summary>
public void ClearAllToolAndDiveceAndMaterial() 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(); toolAndMaterialDic.Clear();
} }

View File

@ -8,18 +8,6 @@ public class MobileController : PermanentTriggerBase
{ {
public int downIndex = 0; 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() protected override void OnMDown()
{ {
switch (downIndex) switch (downIndex)