改步骤重置

This commit is contained in:
陈向学 2024-08-23 18:33:34 +08:00
parent 9dc763d14c
commit 719b1899a2
9 changed files with 265 additions and 43 deletions

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@ -1,9 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using static UnityEngine.EventSystems.EventTrigger;
/// <summary>
/// ¼ÆÁ¿¹ñ

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@ -0,0 +1,134 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
/// <summary>
/// 直接接入式电能计量装置 步骤状态设置
/// </summary>
public class StepState_1002 : StepState
{
private void Awake()
{
steps.Add(1, E_SceneType.Office);
steps.Add(2, E_SceneType.Office);
steps.Add(3, E_SceneType.Office);
steps.Add(4, E_SceneType.Office);
steps.Add(5, E_SceneType.ToolRoom);
steps.Add(6, E_SceneType.ToolRoom);
steps.Add(7, E_SceneType.Site);
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);
}
/// <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)
{
Debug.Log("切换步骤"+num);
if (num == 1)
{
//查看任务单
OfficeManager.Instance.mobileController.downIndex = 0;
}
else if (num == 2)
{
//工作预约
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 3)
{
//办理工作票
}
else if (num == 4)
{
//填写装拆工单
}
else if (num == 5)
{
//正确着装
}
else if (num == 6)
{
//选取工器具
}
else if (num == 7)
{
//与客户沟通
}
else if (num == 8)
{
//班前会
}
else if (num == 9)
{
//接线检查
}
else if(num == 10)
{
//断开电源并验电
}
else if (num == 11)
{
//核对和抄录计量设备信息
}
else if(num==12)
{
//拆除电能计量装置
}
else if( num == 13)
{
//安装电能表
}
else if (num == 14)
{
//安装检查
}
else if(num==15)
{
//现场通电及检查
}
else if(num==16)
{
//实施封印
}
else if(num==17)
{
//填写告知单
}
else if(num==18)
{
//清理现场
}
}
}

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@ -9,11 +9,6 @@ using UnityEngine;
/// </summary>
public class StepState : MonoBehaviour
{
/// <summary>
/// 步骤所处场景
/// </summary>
public E_SceneType initSceneType;
[HideInInspector]
public int systemId;
[HideInInspector]
@ -21,35 +16,25 @@ public class StepState : MonoBehaviour
[HideInInspector]
public int subProcessId;
public List<StepStateBase> stepStateBases;
private Action<E_SceneType> callback;
public Dictionary<int,E_SceneType> steps;
public void Init()
{
stepStateBases = transform.GetComponentsInChildren<StepStateBase>(true).ToList();
subProcessId = int.Parse(gameObject.name);
schemeId = int.Parse(transform.parent.name);
systemId = int.Parse(transform.parent.parent.name);
}
///// <summary>
///// 注册场景跳转回调
///// </summary>
///// <param name="callback"></param>
//public void AddResetChangeScene(Action<E_SceneType> callback)
//{
// this.callback = callback;
//}
public void InvokeChangeScene()
/// <summary>
/// 跳场景并且执行场景状态设置
/// </summary>
/// <param name="jumpSence"></param>
/// <param name="doStepState"></param>
public void InvokeChangeScene(E_SceneType jumpSence, Action<bool> doStepState)
{
//if (callback != null)
//{
// callback(initSceneType);
//};
string sname = "";
switch (initSceneType)
switch (jumpSence)
{
case E_SceneType.None:
return;
@ -65,17 +50,25 @@ public class StepState : MonoBehaviour
default:
return;
}
if (GameManager.RunModelMgr.SceneType != initSceneType)
if (GameManager.RunModelMgr.SceneType != jumpSence)
{
//跳场景
GameManager.UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System);
GameManager.ScenesMgr.LoadSceneAsyn(sname, () =>
{
Debug.Log("步骤场景:" + initSceneType.ToString());
Debug.Log("步骤场景:" + jumpSence.ToString());
GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
GameManager.RunModelMgr.SceneType = initSceneType;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, initSceneType);
GameManager.RunModelMgr.SceneType = jumpSence;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0]);
doStepState.Invoke(true);
});
}
else
{
doStepState.Invoke(false);
}
}
}

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@ -54,11 +54,11 @@ public class StepStateControl : MonoBehaviour
{
ss.ForEach(a=>
{
StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
if (sb != null)
{
sb.AddResetFunction(callback);
}
//StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
//if (sb != null)
//{
// sb.AddResetFunction(callback);
//}
});
}
}
@ -76,12 +76,12 @@ public class StepStateControl : MonoBehaviour
{
Debug.Log("³õʼ»¯²½Öè");
//Ìø³¡¾°
tmp.InvokeChangeScene();
//tmp.InvokeChangeScene();
//³õʼ»¯base
tmp.stepStateBases.ForEach(a =>
{
a.InvokeInitStepStae();
});
//tmp.stepStateBases.ForEach(a =>
//{
// a.InvokeInitStepStae();
//});
}
}

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@ -6,13 +6,17 @@ using UnityEngine;
/// <summary>
/// create by adam
/// </summary>
public class OfficeManager : MonoBehaviour
public class OfficeManager : SingletonMono<OfficeManager>
{
public int currentProcessID;
public int currentSubProcessID;
public int currentSubProcessStepID;
public int currentSubProcessStepTriggerID;
// Start is called before the first frame update
/// <summary>
/// 手机
/// </summary>
public MobileController mobileController;
void Start()
{
GameManager.EventMgr.AddEventListener(Enum_EventType.OfficeTimeLineOver, OfficeTimeLineOver);