完成背包功能,制作镜子效果,完善流程逻辑

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YangHua 2024-08-16 22:23:39 +08:00
commit 790ad8bb10
12 changed files with 3088 additions and 41 deletions

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Assets/Scenes/testCXX.unity Normal file

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
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
{
/// <summary>
/// 步骤所处场景
/// </summary>
public E_SceneType initSceneType;
[HideInInspector]
public int systemId;
[HideInInspector]
public int schemeId;
[HideInInspector]
public int subProcessId;
public List<StepStateBase> stepStateBases;
private Action<E_SceneType> callback;
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()
{
if (callback != null)
{
callback(initSceneType);
};
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 步骤状态类
/// </summary>
public class StepStateBase : MonoBehaviour
{
/// <summary>
/// 配置的步骤状态初始参数
/// </summary>
public string initStatePara;
private Action<string> callback;
/// <summary>
/// 设置状态初始化方法
/// </summary>
/// <param name="callback"> 配置的初始化参数 </param>
public void AddResetFunction(Action<string> callback)
{
this.callback = callback;
Debug.Log("步骤状态注册成功:" + gameObject.name);
}
/// <summary>
/// 执行步骤状态初始化
/// </summary>
public void InvokeInitStepStae()
{
if (callback != null)
{
Debug.Log("步骤初始化:" + gameObject.name);
callback(initStatePara);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
/// <summary>
/// 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)
/// </summary>
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<StepState> m_Steps;
private void Awake()
{
DontDestroyOnLoad(gameObject);
instance = this;
m_Steps = transform.GetComponentsInChildren<StepState>(true).ToList();
m_Steps.ForEach(a=> { a.Init(); });
}
/// <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);
}
});
}
}
/// <summary>
/// 调用初始化步骤
/// </summary>
/// <param name="process"></param>
/// <param name="subProcess"></param>
/// <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);
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();
});
}
}
/// <summary>
/// 提交步骤完成状态
/// </summary>
/// <param name="process"></param>
/// <param name="subProcess"></param>
/// <param name="step"></param>
/// <param name="score"></param>
public void SubmitStepState()
{
}
}

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@ -66,6 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
{ {
//GetTriggerID(); //GetTriggerID();
UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName); UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId);
} }
/// <summary> /// <summary>
/// 退出 /// 退出

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@ -14,6 +14,11 @@ public class Device_Mobile : MonoBehaviour
private void Awake() private void Awake()
{ {
_highlight = GetComponent<HighlightEffect>(); _highlight = GetComponent<HighlightEffect>();
//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() private void Start()
{ {