From 7b39d4d90d9cd29ca735087a247814fa71f7bd07 Mon Sep 17 00:00:00 2001 From: chenxiangxue <910695411@qq.com> Date: Fri, 16 Aug 2024 17:40:58 +0800 Subject: [PATCH 1/3] =?UTF-8?q?=E6=AD=A5=E9=AA=A4=E5=88=9D=E5=A7=8B?= =?UTF-8?q?=E5=8C=96=E6=B5=8B=E8=AF=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/testCXX.unity | 1608 +++++++++++++++++ Assets/Scenes/testCXX.unity.meta | 7 + Assets/Scripts/Project/CXX.meta | 8 + Assets/Scripts/Project/CXX/StepState.cs | 51 + Assets/Scripts/Project/CXX/StepState.cs.meta | 11 + Assets/Scripts/Project/CXX/StepStateBase.cs | 38 + .../Scripts/Project/CXX/StepStateBase.cs.meta | 11 + .../Scripts/Project/CXX/StepStateControl.cs | 60 + .../Project/CXX/StepStateControl.cs.meta | 11 + 9 files changed, 1805 insertions(+) create mode 100644 Assets/Scenes/testCXX.unity create mode 100644 Assets/Scenes/testCXX.unity.meta create mode 100644 Assets/Scripts/Project/CXX.meta create mode 100644 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[HideInInspector] + public int subProcessId; + + public List stepStateBases; + private Action callback; + + public void Init() + { + stepStateBases = transform.GetComponentsInChildren(true).ToList(); + subProcessId = int.Parse(gameObject.name); + schemeId = int.Parse(transform.parent.name); + systemId= int.Parse(transform.parent.parent.name); + } + + /// + /// 注册场景跳转回调 + /// + /// + public void AddResetChangeScene(Action callback) + { + this.callback = callback; + } + + public void InvokeChangeScene() + { + if (callback != null) + { + callback(initSceneType); + }; + } +} diff --git a/Assets/Scripts/Project/CXX/StepState.cs.meta b/Assets/Scripts/Project/CXX/StepState.cs.meta new file mode 100644 index 0000000..ae0e019 --- /dev/null +++ b/Assets/Scripts/Project/CXX/StepState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b60c6991d2888da47850978d1051aa7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Project/CXX/StepStateBase.cs b/Assets/Scripts/Project/CXX/StepStateBase.cs new file mode 100644 index 0000000..731b234 --- /dev/null +++ b/Assets/Scripts/Project/CXX/StepStateBase.cs @@ -0,0 +1,38 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// 步骤状态类 +/// +public class StepStateBase : MonoBehaviour +{ + /// + /// 配置的步骤状态初始参数 + /// + public string initStatePara; + + private Action callback; + + + /// + /// 设置状态初始化方法 + /// + /// 配置的初始化参数 + public void AddResetFunction(Action callback) + { + this.callback = callback; + } + + /// + /// 执行步骤状态初始化 + /// + public void InvokeInitStepStae() + { + if (callback != null) + { + callback(initStatePara); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Project/CXX/StepStateBase.cs.meta b/Assets/Scripts/Project/CXX/StepStateBase.cs.meta new file mode 100644 index 0000000..13e9326 --- /dev/null +++ b/Assets/Scripts/Project/CXX/StepStateBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 40734e2dbb26ba24eaced19c3fbc57ae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Project/CXX/StepStateControl.cs b/Assets/Scripts/Project/CXX/StepStateControl.cs new file mode 100644 index 0000000..a288282 --- /dev/null +++ b/Assets/Scripts/Project/CXX/StepStateControl.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +/// +/// 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) +/// +public class StepStateControl : MonoBehaviour +{ + //场景初始化 + //背包初始化 + //提示初始化 + //设备初始化 + //工具和材料初始化 + //自定义初始化 + + public static StepStateControl instance; + List m_Steps; + + private void Awake() + { + instance = this; + m_Steps = transform.GetComponentsInChildren(true).ToList(); + m_Steps.ForEach(a=> { a.Init(); }); + } + + /// + /// 调用初始化步骤 + /// + /// + /// + /// + public void InitStepState(int systemId, int schemeId, int subProcessId) + { + StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId); + if (tmp != null) + { + //跳场景 + tmp.InvokeChangeScene(); + //初始化base + tmp.stepStateBases.ForEach(a => + { + a.InvokeInitStepStae(); + }); + } + } + + /// + /// 提交步骤完成状态 + /// + /// + /// + /// + /// + public void SubmitStepState() + { + + } +} diff --git a/Assets/Scripts/Project/CXX/StepStateControl.cs.meta b/Assets/Scripts/Project/CXX/StepStateControl.cs.meta new file mode 100644 index 0000000..e1b42fc --- /dev/null +++ b/Assets/Scripts/Project/CXX/StepStateControl.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 614aca3f575a7014e9724a2ff85a8d25 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + 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chenxiangxue <910695411@qq.com> Date: Fri, 16 Aug 2024 18:52:25 +0800 Subject: [PATCH 3/3] =?UTF-8?q?=E5=88=9D=E5=A7=8B=E5=8C=96=E6=AD=A5?= =?UTF-8?q?=E9=AA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/Scenes/01_InitScene.unity | 2 +- Assets/Scripts/Project/CXX/StepStateBase.cs | 2 ++ .../Scripts/Project/CXX/StepStateControl.cs | 25 ++++++++++++++++++- .../DataClass/ProcessData/D_SubProcessStep.cs | 1 + .../Project/Objects/Device/Device_Mobile.cs | 5 ++++ 5 files changed, 33 insertions(+), 2 deletions(-) diff --git a/Assets/Scenes/01_InitScene.unity b/Assets/Scenes/01_InitScene.unity index b8b4b16..6f9353d 100644 --- a/Assets/Scenes/01_InitScene.unity +++ b/Assets/Scenes/01_InitScene.unity @@ -790,7 +790,7 @@ GameObject: m_Component: - component: {fileID: 559582437} m_Layer: 0 - m_Name: 10001 + m_Name: 10002 m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 diff --git a/Assets/Scripts/Project/CXX/StepStateBase.cs b/Assets/Scripts/Project/CXX/StepStateBase.cs index 731b234..4cabe87 100644 --- a/Assets/Scripts/Project/CXX/StepStateBase.cs +++ b/Assets/Scripts/Project/CXX/StepStateBase.cs @@ -23,6 +23,7 @@ public class StepStateBase : MonoBehaviour public void AddResetFunction(Action callback) { this.callback = callback; + Debug.Log("步骤状态注册成功:" + gameObject.name); } /// @@ -32,6 +33,7 @@ public class StepStateBase : MonoBehaviour { if (callback != null) { + Debug.Log("步骤初始化:" + gameObject.name); callback(initStatePara); } } diff --git a/Assets/Scripts/Project/CXX/StepStateControl.cs b/Assets/Scripts/Project/CXX/StepStateControl.cs index b35c9a6..660d89b 100644 --- a/Assets/Scripts/Project/CXX/StepStateControl.cs +++ b/Assets/Scripts/Project/CXX/StepStateControl.cs @@ -1,7 +1,9 @@ +using System; using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; +using UnityEngine.Rendering.VirtualTexturing; /// /// 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) @@ -26,17 +28,38 @@ public class StepStateControl : MonoBehaviour m_Steps.ForEach(a=> { a.Init(); }); } + /// + /// 注册当前科目里步骤里某个需要初始化的状态脚本 + /// + /// + public void AddStepStateBase(int[] subProcessIds,string objName,Action callback) + { + List 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); + } + }); + } + } + /// /// 调用初始化步骤 /// /// /// /// - public void InitStepState(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); if (tmp != null) { + Debug.Log("初始化步骤"); //跳场景 tmp.InvokeChangeScene(); //初始化base diff --git a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs index 372b393..f916fd6 100644 --- a/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs +++ b/Assets/Scripts/Project/DataClass/ProcessData/D_SubProcessStep.cs @@ -66,6 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit { //GetTriggerID(); UnityEngine.Debug.Log("杩涘叆褰撳墠瀛愭祦绋嬫楠:" + id + "_" + subProcessStepName); + StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId); } /// /// 閫鍑 diff --git a/Assets/Scripts/Project/Objects/Device/Device_Mobile.cs b/Assets/Scripts/Project/Objects/Device/Device_Mobile.cs index 4624829..a6037ae 100644 --- a/Assets/Scripts/Project/Objects/Device/Device_Mobile.cs +++ b/Assets/Scripts/Project/Objects/Device/Device_Mobile.cs @@ -14,6 +14,11 @@ public class Device_Mobile : MonoBehaviour private void Awake() { _highlight = GetComponent(); + //注册状态初始化回调 + StepStateControl.instance.AddStepStateBase(new int[]{3001,3002 },"手机", para => + { + downIndex = int.Parse(para); + }); } private void Start() {