diff --git a/Assets/Scenes/testCXX.unity b/Assets/Scenes/testCXX.unity
new file mode 100644
index 0000000..f5cbb89
--- /dev/null
+++ b/Assets/Scenes/testCXX.unity
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diff --git a/Assets/Scenes/testCXX.unity.meta b/Assets/Scenes/testCXX.unity.meta
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+++ b/Assets/Scenes/testCXX.unity.meta
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diff --git a/Assets/Scripts/Project/CXX.meta b/Assets/Scripts/Project/CXX.meta
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+++ b/Assets/Scripts/Project/CXX.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Project/CXX/StepState.cs b/Assets/Scripts/Project/CXX/StepState.cs
new file mode 100644
index 0000000..38e21f8
--- /dev/null
+++ b/Assets/Scripts/Project/CXX/StepState.cs
@@ -0,0 +1,51 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using UnityEngine;
+
+///
+/// 步骤状态(管理一个步骤下的所有需要初始化的状态)
+///
+public class StepState : MonoBehaviour
+{
+ ///
+ /// 步骤所处场景
+ ///
+ public E_SceneType initSceneType;
+
+ [HideInInspector]
+ public int systemId;
+ [HideInInspector]
+ public int schemeId;
+ [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
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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
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+++ b/Assets/Scripts/Project/CXX/StepStateBase.cs.meta
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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
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