修改UI_MenuBar、UI_MenuBar.cs、UI_SelectDevicePanel、UI_SelectDevicePanel.cs、串UI,添加流程管理逻辑(目前能在办公室点击手机测试)15%。
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &3683030228789504647
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CanvasRenderer:
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m_ObjectHideFlags: 0
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|
@ -646,8 +646,8 @@ RectTransform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 0, y: 1}
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m_AnchoredPosition: {x: 110, y: -66.45398}
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m_SizeDelta: {x: 140, y: 44}
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m_AnchoredPosition: {x: 96.03613, y: -50.940918}
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m_SizeDelta: {x: 138.8723, y: 44.2819}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &4267848746142626731
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||||
CanvasRenderer:
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||||
|
@ -716,7 +716,7 @@ MonoBehaviour:
|
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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m_HighlightedSprite: {fileID: 21300000, guid: 4fbab97bec78c1c40998ad19c53c393e, type: 3}
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m_HighlightedSprite: {fileID: 21300000, guid: 65fec5547faf23347b9f26ecaf821b82, type: 3}
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m_PressedSprite: {fileID: 0}
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m_SelectedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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|
|
|
@ -157,8 +157,8 @@ MonoBehaviour:
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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m_HighlightedSprite: {fileID: 0}
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m_PressedSprite: {fileID: 21300000, guid: 853f67daab4d2624482a1465c4f450f2, type: 3}
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m_HighlightedSprite: {fileID: 21300000, guid: 853f67daab4d2624482a1465c4f450f2, type: 3}
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m_PressedSprite: {fileID: 0}
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m_SelectedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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m_AnimationTriggers:
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|
@ -278,8 +278,8 @@ MonoBehaviour:
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m_ColorMultiplier: 1
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m_FadeDuration: 0.1
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m_SpriteState:
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m_HighlightedSprite: {fileID: 0}
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m_PressedSprite: {fileID: 21300000, guid: bdab86bdc3cd370438fd7d60a419cfd8, type: 3}
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m_HighlightedSprite: {fileID: 21300000, guid: bdab86bdc3cd370438fd7d60a419cfd8, type: 3}
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m_PressedSprite: {fileID: 0}
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m_SelectedSprite: {fileID: 0}
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m_DisabledSprite: {fileID: 0}
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m_AnimationTriggers:
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|
|
|
@ -343,7 +343,7 @@ MonoBehaviour:
|
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m_OnCullStateChanged:
|
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m_PersistentCalls:
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m_Calls: []
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m_Texture: {fileID: 2800000, guid: 1705b4ae9a8f93641986d20aeca873e4, type: 3}
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m_Texture: {fileID: 2800000, guid: d1a58d4c2b9683e48868cfd284dda5d1, type: 3}
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m_UVRect:
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serializedVersion: 2
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x: 0
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|
|
|
@ -6901,6 +6901,8 @@ GameObject:
|
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- component: {fileID: 5568970732483254973}
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- component: {fileID: 9006472541337010437}
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- component: {fileID: 7964202602271020417}
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- component: {fileID: 9006472541337010439}
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- component: {fileID: 9006472541337010438}
|
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m_Layer: 0
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m_Name: shouji1
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m_TagString: Untagged
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|
@ -7506,6 +7508,32 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8049962175932441955}
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m_Mesh: {fileID: -9191242399983615952, guid: 7700c53e7009fc146889392de6e9a46b, type: 3}
|
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--- !u!114 &9006472541337010438
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8049962175932441955}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 2a85b91b2d2519347b583e108b24f3c8, type: 3}
|
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m_Name:
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||||
m_EditorClassIdentifier:
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downIndex: 0
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--- !u!65 &9006472541337010439
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||||
BoxCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
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m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 8049962175932441955}
|
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m_Material: {fileID: 0}
|
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m_IsTrigger: 0
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m_Enabled: 1
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serializedVersion: 2
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m_Size: {x: 7.149084, y: 0.81946564, z: 16.000008}
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m_Center: {x: -0.000009536743, y: 0.34326786, z: -0.000002861023}
|
||||
--- !u!4 &9011460203944377687
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||||
Transform:
|
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m_ObjectHideFlags: 0
|
||||
|
|
|
@ -24,15 +24,15 @@ public class D_Process : I_Enter, I_Exit
|
|||
/// </summary>
|
||||
public string processName;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 存放流程的子流程
|
||||
/// </summary>
|
||||
public List< D_SubProcess> subProcesses = new List<D_SubProcess>();
|
||||
public List<D_SubProcess> subProcesses = new List<D_SubProcess>();
|
||||
|
||||
/// <summary>
|
||||
/// 当前子流程
|
||||
|
@ -42,10 +42,10 @@ public class D_Process : I_Enter, I_Exit
|
|||
/// <summary>
|
||||
/// 当前子流程
|
||||
/// </summary>
|
||||
public D_SubProcess CurrentSubProcess
|
||||
{
|
||||
public D_SubProcess CurrentSubProcess
|
||||
{
|
||||
get => currentSubProcess;
|
||||
set
|
||||
set
|
||||
{
|
||||
currentSubProcess = value;
|
||||
CurrentSubProcessId = currentSubProcess.id;
|
||||
|
@ -60,10 +60,10 @@ public class D_Process : I_Enter, I_Exit
|
|||
/// <summary>
|
||||
/// 当前子流程Id
|
||||
/// </summary>
|
||||
public int CurrentSubProcessId
|
||||
public int CurrentSubProcessId
|
||||
{
|
||||
get => currentSubProcessId;
|
||||
set
|
||||
get => currentSubProcessId;
|
||||
set
|
||||
{
|
||||
currentSubProcessId = value;
|
||||
GameManager.ProcessMgr.subProcessId = currentSubProcessId;
|
||||
|
@ -73,7 +73,7 @@ public class D_Process : I_Enter, I_Exit
|
|||
/// <summary>
|
||||
/// 初始化
|
||||
/// </summary>
|
||||
public void Init()
|
||||
public void Init()
|
||||
{
|
||||
if (subProcesses == null || subProcesses.Count == 0)
|
||||
return;
|
||||
|
@ -82,17 +82,28 @@ public class D_Process : I_Enter, I_Exit
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换子流程
|
||||
/// 切换子流程
|
||||
/// </summary>
|
||||
public void HandoverSubProcess(int subProcessId,int subProcessStepId)
|
||||
public void HandoverSubProcess(int subProcessId, int subProcessStepId = 0)
|
||||
{
|
||||
if (CurrentSubProcess!= null)
|
||||
CurrentSubProcess.Exit();
|
||||
if (CurrentSubProcess != null)
|
||||
CurrentSubProcess.Exit();
|
||||
CurrentSubProcess = GetSubProcess(subProcessId);
|
||||
CurrentSubProcess.Enter();
|
||||
UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
|
||||
CurrentSubProcess.HandoverSubProcessStep(subProcessStepId);
|
||||
if (subProcessStepId == 0)
|
||||
CurrentSubProcess.HandoverSubProcessStep(CurrentSubProcess.subProcessStepes[0].id);
|
||||
else
|
||||
CurrentSubProcess.HandoverSubProcessStep(subProcessStepId);
|
||||
}
|
||||
//public void HandoverSubProcess(int subProcessId)
|
||||
//{
|
||||
// if (CurrentSubProcess != null)
|
||||
// CurrentSubProcess.Exit();
|
||||
// CurrentSubProcess = GetSubProcess(subProcessId);
|
||||
// CurrentSubProcess.Enter();
|
||||
// UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 根据id获取 子流程对象
|
||||
|
@ -124,6 +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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,7 +23,7 @@ public class D_Scheme
|
|||
/// <summary>
|
||||
/// 存放所有流程
|
||||
/// </summary>
|
||||
public List<D_Process> processes =new List<D_Process>();
|
||||
public List<D_Process> processes = new List<D_Process>();
|
||||
|
||||
/// <summary>
|
||||
/// 当前流程
|
||||
|
@ -51,10 +51,10 @@ public class D_Scheme
|
|||
/// <summary>
|
||||
/// 当前流程id
|
||||
/// </summary>
|
||||
public int CurrentProcessId
|
||||
public int CurrentProcessId
|
||||
{
|
||||
get => currentProcessId;
|
||||
set
|
||||
set
|
||||
{
|
||||
currentProcessId = value;
|
||||
GameManager.ProcessMgr.processId = currentProcessId;
|
||||
|
@ -64,9 +64,9 @@ public class D_Scheme
|
|||
/// <summary>
|
||||
/// 初始化
|
||||
/// </summary>
|
||||
public void Init()
|
||||
public void Init()
|
||||
{
|
||||
if (processes == null || processes.Count == 0)
|
||||
if (processes == null || processes.Count == 0)
|
||||
return;
|
||||
CurrentProcess = processes[0];
|
||||
CurrentProcess.Init();
|
||||
|
@ -75,15 +75,18 @@ public class D_Scheme
|
|||
/// <summary>
|
||||
/// 切换流程
|
||||
/// </summary>
|
||||
public void HandoverProcess(int processId, int subProcessId, int subProcessStepId)
|
||||
public void HandoverProcess(int processId, int subProcessId = 0, int subProcessStepId = 0)
|
||||
{
|
||||
if (CurrentProcess != null)
|
||||
CurrentProcess.Exit();
|
||||
CurrentProcess = GetProcess(processId);
|
||||
CurrentProcess.Enter();
|
||||
UnityEngine.Debug.Log("切换流程到:" + processId);
|
||||
CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId);
|
||||
|
||||
if (subProcessId == 0)
|
||||
CurrentProcess.HandoverSubProcess(CurrentProcess.subProcesses[0].id, subProcessStepId);
|
||||
else
|
||||
CurrentProcess.HandoverSubProcess(subProcessId, subProcessStepId);
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -91,7 +94,7 @@ public class D_Scheme
|
|||
/// </summary>
|
||||
/// <param name="processId"></param>
|
||||
/// <returns></returns>
|
||||
private D_Process GetProcess(int processId)
|
||||
private D_Process GetProcess(int processId)
|
||||
{
|
||||
for (int i = 0; i < processes.Count; i++)
|
||||
{
|
||||
|
|
|
@ -89,13 +89,13 @@ public enum E_ModeType
|
|||
Exam,
|
||||
}
|
||||
|
||||
public enum E_SceneName
|
||||
{
|
||||
None,
|
||||
Office,
|
||||
ToolRoom,
|
||||
LiveScene
|
||||
}
|
||||
//public enum E_SceneName
|
||||
//{
|
||||
// None,
|
||||
// Office,
|
||||
// ToolRoom,
|
||||
// LiveScene
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 工具材料设备
|
||||
|
@ -160,6 +160,7 @@ public enum E_MessageType
|
|||
|
||||
public enum E_SceneType
|
||||
{
|
||||
None,
|
||||
/// <summary>
|
||||
/// 办公室
|
||||
/// </summary>
|
||||
|
@ -168,7 +169,7 @@ public enum E_SceneType
|
|||
/// <summary>
|
||||
/// 工器具间
|
||||
/// </summary>
|
||||
TooLRoom,
|
||||
ToolRoom,
|
||||
|
||||
/// <summary>
|
||||
/// 现场
|
||||
|
|
|
@ -22,7 +22,6 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
/// </summary>
|
||||
public E_ModeType mode;
|
||||
|
||||
public E_SceneName currentSceneName;
|
||||
/// <summary>
|
||||
/// 用户数据
|
||||
/// </summary>
|
||||
|
@ -32,6 +31,11 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
/// </summary>
|
||||
public D_Scheme d_Scheme;
|
||||
|
||||
/// <summary>
|
||||
///当前计划ID
|
||||
/// </summary>
|
||||
public int schemeID = -1;
|
||||
|
||||
/// <summary>
|
||||
/// 当前流程Id
|
||||
/// </summary>
|
||||
|
@ -47,6 +51,7 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
/// </summary>
|
||||
public int subProcessStepId = -1;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 倒计时,剩余时长
|
||||
/// </summary>
|
||||
|
@ -82,7 +87,7 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
/// <summary>
|
||||
/// 切换流程
|
||||
/// </summary>
|
||||
public void HandoverProcess(int processId, int subProcessId, int subProcessStepId)
|
||||
public void HandoverProcess(int processId, int subProcessId = 0, int subProcessStepId = 0)
|
||||
{
|
||||
if (processId == -1 || subProcessId == -1 || subProcessStepId == -1)
|
||||
return;
|
||||
|
@ -92,7 +97,7 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
/// <summary>
|
||||
/// 切换流程
|
||||
/// </summary>
|
||||
public void HandoverSubProcess(int subProcessId, int subProcessStepId)
|
||||
public void HandoverSubProcess(int subProcessId, int subProcessStepId = 0)
|
||||
{
|
||||
if (processId == -1 || subProcessId == -1 || subProcessStepId == -1)
|
||||
return;
|
||||
|
@ -109,6 +114,60 @@ public class ProcessManager : BaseManager<ProcessManager>
|
|||
d_Scheme.HandoverProcess(processId, subProcessId, subProcessStepId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool CheckSubProcessSteps(string subProcessStepName)
|
||||
{
|
||||
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.subProcessStepName.Equals(subProcessStepName))
|
||||
{
|
||||
int spStepID = subProcessStepId + 1;
|
||||
int spStepcount = d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes.Count;
|
||||
if (spStepID <= d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes[spStepcount - 1].id)
|
||||
{
|
||||
HandoverSubProcessStep(spStepID);
|
||||
Debug.Log("进入下一步子流程步骤");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
int spCount = d_Scheme.CurrentProcess.subProcesses.Count;
|
||||
int spID = subProcessId + 1;
|
||||
if (spID <= d_Scheme.CurrentProcess.subProcesses[spCount - 1].id)
|
||||
{
|
||||
HandoverSubProcess(spID, 0);
|
||||
Debug.Log("进入下一步子流程");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
int pCount = d_Scheme.processes.Count;
|
||||
int pID = processId + 1;
|
||||
if (pID <= d_Scheme.processes[pCount - 1].id)
|
||||
{
|
||||
HandoverProcess(pID, 0, 0);
|
||||
Debug.Log("进入下一步流程");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("完成所有");
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("按照流程走");
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 倒计时
|
||||
/// </summary>
|
||||
|
|
|
@ -12,19 +12,33 @@ public class RunModelMgr : BaseManager<RunModelMgr>
|
|||
/// </summary>
|
||||
private E_ModeType modeType = E_ModeType.None;
|
||||
|
||||
/// <summary>
|
||||
/// 场景
|
||||
/// </summary>
|
||||
private E_SceneType sceneType = E_SceneType.None;
|
||||
|
||||
/// <summary>
|
||||
/// 流程/设备/方案id
|
||||
/// </summary>
|
||||
public int deviceId;
|
||||
|
||||
public E_ModeType ModeType
|
||||
{
|
||||
public E_ModeType ModeType
|
||||
{
|
||||
get => modeType;
|
||||
set
|
||||
set
|
||||
{
|
||||
modeType = value;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public E_SceneType SceneType
|
||||
{
|
||||
get => sceneType;
|
||||
set
|
||||
{
|
||||
sceneType = value;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Device_Mobile : MonoBehaviour
|
||||
{
|
||||
public int downIndex = 0;
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
switch (downIndex)
|
||||
{
|
||||
case 0:
|
||||
if (GameManager.ProcessMgr.CheckSubProcessSteps("查看任务单"))
|
||||
downIndex++;
|
||||
break;
|
||||
case 1:
|
||||
if (GameManager.ProcessMgr.CheckSubProcessSteps("工作预约"))
|
||||
downIndex++;
|
||||
break;
|
||||
case 2:
|
||||
if (GameManager.ProcessMgr.CheckSubProcessSteps("选择正确工作票"))
|
||||
downIndex++;
|
||||
break;
|
||||
case 3:
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps("1212");
|
||||
downIndex = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void OnMouseExit()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2a85b91b2d2519347b583e108b24f3c8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -8,11 +8,13 @@ public class UI_SubProcessItem : BaseItem
|
|||
{
|
||||
public int processID;
|
||||
public int subProcessID;
|
||||
public void Init(int processID, int subProcessID, string subName)
|
||||
public int subProcessStepID;
|
||||
public void Init(D_SubProcess d_SubProcess)
|
||||
{
|
||||
this.processID = processID;
|
||||
this.subProcessID = subProcessID;
|
||||
GetControl<TextMeshProUGUI>("subProcessItemName").text = subName;
|
||||
this.processID = d_SubProcess.processId;
|
||||
this.subProcessID = d_SubProcess.id;
|
||||
this.subProcessStepID = d_SubProcess.subProcessStepes[0].id;
|
||||
GetControl<TextMeshProUGUI>("subProcessItemName").text = d_SubProcess.subProcessName;
|
||||
gameObject.name = subProcessID.ToString();
|
||||
}
|
||||
|
||||
|
@ -22,7 +24,7 @@ public class UI_SubProcessItem : BaseItem
|
|||
switch (btnName)
|
||||
{
|
||||
case "subProcessBtn":
|
||||
Debug.Log("1");
|
||||
GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -76,7 +76,7 @@ public class UI_LoadingPanel : BasePanel
|
|||
targetProgress = 0;
|
||||
isUpdate = false;
|
||||
TB_System tB_System = GameManager.DataMgr.GetSystemInfo(GameManager.Instance.systemId);
|
||||
print(tB_System);
|
||||
//print(tB_System);
|
||||
if (tB_System == null)
|
||||
return;
|
||||
GameManager.ResourcesMgr.LoadAsync<Sprite>(Const.LoadBGPath + tB_System.loadName, (sprite) =>
|
||||
|
|
|
@ -5,9 +5,9 @@ using UnityEngine.UI;
|
|||
|
||||
public class UI_MaskPanel : BasePanel
|
||||
{
|
||||
private float fateInTime = 2f;
|
||||
private float intervalTime = 1f;
|
||||
private float fateOutTime = 2f;
|
||||
private float fateInTime = 1f;
|
||||
private float intervalTime = 0.5f;
|
||||
private float fateOutTime = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// 初始化
|
||||
|
@ -27,7 +27,13 @@ public class UI_MaskPanel : BasePanel
|
|||
{
|
||||
GameManager.EventMgr.AddEventListener(Enum_EventType.HideMask, HideMask);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 隐藏面板
|
||||
/// </summary>
|
||||
public override void HideMe()
|
||||
{
|
||||
GameManager.EventMgr.RemoveEventListener(Enum_EventType.HideMask, HideMask);
|
||||
}
|
||||
private void HideMask()
|
||||
{
|
||||
var image = GetControl<Image>("Mask");
|
||||
|
@ -40,11 +46,5 @@ public class UI_MaskPanel : BasePanel
|
|||
.OnComplete(() => { GameManager.UIMgr.HidePanel<UI_MaskPanel>(); });
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 隐藏面板
|
||||
/// </summary>
|
||||
public override void HideMe()
|
||||
{
|
||||
GameManager.EventMgr.RemoveEventListener(Enum_EventType.HideMask, HideMask);
|
||||
}
|
||||
|
||||
}
|
|
@ -8,55 +8,51 @@ using UnityEngine.EventSystems;
|
|||
|
||||
public class UI_MenuBar : BasePanel
|
||||
{
|
||||
//չ<><D5B9><EFBFBD><EFBFBD>ť <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
|
||||
[SerializeField]
|
||||
private Sprite ExpandSprite, CollapseSprite;
|
||||
//չ<><D5B9><EFBFBD><EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>䣬ǰ<E4A3AC><C7B0><EFBFBD>ֳ<EFBFBD><D6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʊ<EFBFBD><C6B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><F1B5A5A3><EFBFBD><EFBFBD>ذ칫<D8B0>ң<EFBFBD><D2A3><EFBFBD>װ<EFBFBD><D7B0>д<EFBFBD><D0B4><EFBFBD><EFBFBD>
|
||||
private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
|
||||
//<2F>Ҳ൯<D2B2><E0B5AF>
|
||||
//private Image MenuBarIamge;
|
||||
private Button CloseDefaultBtn, ToolRoomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn, ToolKitBtn;
|
||||
public void Init()
|
||||
{
|
||||
//MenuBarIamge = GetControl<Image>("MenuBar");
|
||||
CloseDefaultBtn = GetControl<Button>("CloseDefaultBtn");
|
||||
TooLRoToolRoomBtnomBtn = GetControl<Button>("TooLRoToolRoomBtnomBtn");
|
||||
ToolRoomBtn = GetControl<Button>("ToolRoomBtn");
|
||||
SiteBtn = GetControl<Button>("SiteBtn");
|
||||
WorkOrderBtn = GetControl<Button>("WorkOrderBtn");
|
||||
MissionBtn = GetControl<Button>("MissionBtn");
|
||||
OfficeBtn = GetControl<Button>("OfficeBtn");
|
||||
ToolKitBtn = GetControl<Button>("ToolKitBtn");
|
||||
DisassemblyAssemblyWorkOrderBtn = GetControl<Button>("DisassemblyAssemblyWorkOrderBtn");
|
||||
checkBtnBySceneName();
|
||||
}
|
||||
//public override void ShowMe()
|
||||
//{
|
||||
|
||||
//}
|
||||
|
||||
//public override void HideMe()
|
||||
//{
|
||||
|
||||
//}
|
||||
public void checkBtnBySceneName()
|
||||
public override void ShowMe()
|
||||
{
|
||||
|
||||
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office|| GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||
SiteBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||
WorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
|
||||
MissionBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene || GameManager.ProcessMgr.currentSceneName == E_SceneName.ToolRoom);
|
||||
OfficeBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
|
||||
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
|
||||
GameManager.EventMgr.AddEventListener<E_SceneType>(Enum_EventType.SwitchScene, CheckBtnBySceneName);
|
||||
}
|
||||
public override void HideMe()
|
||||
{
|
||||
GameManager.EventMgr.RemoveEventListener<E_SceneType>(Enum_EventType.SwitchScene, CheckBtnBySceneName);
|
||||
}
|
||||
public void CheckBtnBySceneName(E_SceneType type)
|
||||
{
|
||||
Debug.Log(type.ToString());
|
||||
ToolRoomBtn.gameObject.SetActive(type != E_SceneType.ToolRoom);
|
||||
SiteBtn.gameObject.SetActive(type == E_SceneType.ToolRoom);
|
||||
WorkOrderBtn.gameObject.SetActive(type == E_SceneType.Office || type == E_SceneType.Site);
|
||||
MissionBtn.gameObject.SetActive(type == E_SceneType.Office || type == E_SceneType.ToolRoom || type == E_SceneType.Site);
|
||||
OfficeBtn.gameObject.SetActive(type == E_SceneType.ToolRoom);
|
||||
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(type == E_SceneType.Office);
|
||||
ToolKitBtn.gameObject.SetActive(type != E_SceneType.Office);
|
||||
}
|
||||
protected override void OnClick(string btnName)
|
||||
{
|
||||
switch (btnName)
|
||||
{
|
||||
case "CloseDefaultBtn":
|
||||
transform.DOLocalMoveX(960, 0.5f);
|
||||
GetControl<Image>("MenuBar").transform.DOLocalMoveX(960, 0.5f);
|
||||
GetControl<Image>("CloseDefaultBtn").sprite = CollapseSprite;
|
||||
if (transform.localPosition.x == 960)
|
||||
if (GetControl<Image>("MenuBar").transform.localPosition.x == 960)
|
||||
{
|
||||
GetControl<Image>("CloseDefaultBtn").sprite = ExpandSprite;
|
||||
transform.DOLocalMoveX(1070, 0.5f);
|
||||
GetControl<Image>("MenuBar").transform.DOLocalMoveX(1070, 0.5f);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -76,14 +72,4 @@ public class UI_MenuBar : BasePanel
|
|||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//public void OnPointerEnter(PointerEventData eventData)
|
||||
//{
|
||||
// GetControl<Image>("CloseDefaultBtn").sprite = OnClickSprite;
|
||||
//}
|
||||
|
||||
//public void OnPointerExit(PointerEventData eventData)
|
||||
//{
|
||||
|
||||
//}
|
||||
}
|
||||
|
|
|
@ -35,7 +35,7 @@ public class UI_MenuPanel : BasePanel
|
|||
{
|
||||
case E_SceneType.Office:
|
||||
break;
|
||||
case E_SceneType.TooLRoom:
|
||||
case E_SceneType.ToolRoom:
|
||||
break;
|
||||
case E_SceneType.Site:
|
||||
break;
|
||||
|
|
|
@ -58,7 +58,7 @@ public class UI_SelectDevicePanel : BasePanel
|
|||
GameManager.UIMgr.AddEventTriggerListener(deviceBtnAComponent, EventTriggerType.PointerEnter,
|
||||
_ =>
|
||||
{
|
||||
deviceBtnAComponent.transform.DOScale(1.5f, 0.2f);
|
||||
//deviceBtnAComponent.transform.DOScale(1.5f, 0.2f);
|
||||
this.GetControl<Image>("DeviceShowImg").sprite =
|
||||
GameManager.ResourcesMgr.Load<Sprite>(Const.UI_SelectDevicePanel + mapName);
|
||||
this.GetControl<Image>("DeviceShowImg").color = new Color(1, 1, 1, 1);
|
||||
|
@ -66,21 +66,19 @@ public class UI_SelectDevicePanel : BasePanel
|
|||
GameManager.UIMgr.AddEventTriggerListener(deviceBtnAComponent, EventTriggerType.PointerExit,
|
||||
_ =>
|
||||
{
|
||||
deviceBtnAComponent.transform.DOScale(1f, 0.2f);
|
||||
//deviceBtnAComponent.transform.DOScale(1f, 0.2f);
|
||||
this.GetControl<Image>("DeviceShowImg").color = new Color(1, 1, 1, 0);
|
||||
});
|
||||
deviceBtnAComponent.onClick.AddListener(() =>
|
||||
{
|
||||
GameManager.RunModelMgr.deviceId = int.Parse(deviceBtnAComponent.name);
|
||||
GameManager.UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System, (panel) =>
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_MainTitlePanel>(E_UI_Layer.Bot, (panel) =>
|
||||
{
|
||||
panel.Init();
|
||||
});
|
||||
GameManager.UIMgr.ShowPanel<UI_TaskListPanel>(E_UI_Layer.Bot, (panel) =>
|
||||
{
|
||||
panel.Init(int.Parse(deviceBtnAComponent.name));
|
||||
});
|
||||
|
||||
panel.Init();
|
||||
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.1f);
|
||||
GameManager.ScenesMgr.LoadSceneAsyn("03_OfficeScene", () =>
|
||||
|
@ -93,6 +91,19 @@ public class UI_SelectDevicePanel : BasePanel
|
|||
});
|
||||
}
|
||||
|
||||
protected override void OnClick(string btnName)
|
||||
{
|
||||
base.OnClick(btnName);
|
||||
Debug.Log(btnName);
|
||||
switch (btnName)
|
||||
{
|
||||
case "backBtn":
|
||||
UIManager.Instance.ShowPanel<UI_SelectModePanel>(E_UI_Layer.Mid, panel => { panel.Init(); });
|
||||
UIManager.Instance.HidePanel<UI_SelectDevicePanel>();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
[Button]
|
||||
public void Test1()
|
||||
{
|
||||
|
|
|
@ -3,6 +3,7 @@ using UnityEngine;
|
|||
using DG.Tweening;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class UI_TaskListPanel : BasePanel
|
||||
{
|
||||
|
@ -27,7 +28,7 @@ public class UI_TaskListPanel : BasePanel
|
|||
for (int j = 0; j < d_Scheme.processes[i].subProcesses.Count; j++)
|
||||
{
|
||||
var s = Instantiate(_subProcessItem, _content);
|
||||
s.Init(d_Scheme.processes[i].id, d_Scheme.processes[i].subProcesses[j].id, d_Scheme.processes[i].subProcesses[j].subProcessName);
|
||||
s.Init( d_Scheme.processes[i].subProcesses[j]);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -120,7 +120,7 @@ public class BinaryManager : BaseManager<BinaryManager>
|
|||
MethodInfo methodInfo = dicObj.GetType().GetMethod("Add");
|
||||
//
|
||||
object keyValue = classType.GetField(keyName).GetValue(dataObj);
|
||||
Debug.Log(keyValue);
|
||||
//Debug.Log(keyValue);
|
||||
methodInfo.Invoke(dicObj, new object[] { keyValue, dataObj });
|
||||
}
|
||||
//把读取完的表记录下来
|
||||
|
|
|
@ -49,23 +49,23 @@ public class ScenesManager : BaseManager<ScenesManager>
|
|||
{
|
||||
yield return null;
|
||||
}
|
||||
E_SceneName currentSceneName;
|
||||
E_SceneType currentSceneName;
|
||||
switch (sceneName)
|
||||
{
|
||||
case "03_OfficeScene":
|
||||
currentSceneName = E_SceneName.Office;
|
||||
currentSceneName = E_SceneType.Office;
|
||||
break;
|
||||
case "04_ToolMaterialScene":
|
||||
currentSceneName = E_SceneName.ToolRoom;
|
||||
currentSceneName = E_SceneType.ToolRoom;
|
||||
break;
|
||||
case "05_LiveScene":
|
||||
currentSceneName = E_SceneName.LiveScene;
|
||||
currentSceneName = E_SceneType.Site;
|
||||
break;
|
||||
default:
|
||||
currentSceneName = E_SceneName.None;
|
||||
currentSceneName = E_SceneType.None;
|
||||
break;
|
||||
}
|
||||
GameManager.ProcessMgr.currentSceneName = currentSceneName;
|
||||
GameManager.RunModelMgr.SceneType = currentSceneName;
|
||||
action?.Invoke();
|
||||
}
|
||||
}
|
|
@ -38,7 +38,7 @@ public class OfficeTimelineControl : MonoBehaviour
|
|||
panel.Init();
|
||||
GameManager.EventMgr.EventTrigger(Enum_EventType.HideMask);
|
||||
});
|
||||
Invoke(nameof(DestroyPlayer), 2f);
|
||||
Invoke(nameof(DestroyPlayer), 1f);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -47,6 +47,15 @@ public class OfficeTimelineControl : MonoBehaviour
|
|||
Destroy(playerModel);
|
||||
Destroy(aniCamera);
|
||||
playerController.SetActive(true);
|
||||
GameManager.UIMgr.ShowPanel<UI_TaskListPanel>(E_UI_Layer.Bot, (panel) =>
|
||||
{
|
||||
panel.Init(GameManager.RunModelMgr.deviceId);
|
||||
});
|
||||
GameManager.UIMgr.ShowPanel<UI_MenuBar>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init();
|
||||
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, GameManager.RunModelMgr.SceneType);
|
||||
});
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
|
|
Loading…
Reference in New Issue