添加步骤完成提示,修复封印提示问题
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@ -11,9 +11,10 @@ public class Check_JieXian : PermanentTriggerBase
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/// 是否已检查接线完好
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/// 是否已检查接线完好
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/// </summary>
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/// </summary>
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public bool isChecked;
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public bool isChecked;
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private void OnMouseDown()
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protected override void OnMDown()
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{
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{
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if (SiteManager.instance.measuringCabinet.jieXian_lines.TrueForAll(a=>a.isConnected) && SiteManager.instance.measuringCabinet.meteringDevice.jieXian_screws.TrueForAll(a=>a.isInstall))
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base.OnMDown();
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if (SiteManager.instance.measuringCabinet.jieXian_lines.TrueForAll(a => a.isConnected) && SiteManager.instance.measuringCabinet.meteringDevice.jieXian_screws.TrueForAll(a => a.isInstall))
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{
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{
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Invoke("Check", 1);
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Invoke("Check", 1);
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}
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}
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@ -24,19 +25,23 @@ public class Check_JieXian : PermanentTriggerBase
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/// </summary>
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/// </summary>
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public void Check()
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public void Check()
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{
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{
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if (GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true) == 0)
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{
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Debug.Log("接线完好");
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Debug.Log("接线完好");
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isChecked = true;
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isChecked = true;
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GetComponent<BoxCollider>().enabled = false;
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GetComponent<BoxCollider>().enabled = false;
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if (GameManager.UIMgr != null)
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if (GameManager.UIMgr != null)
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{
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{
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GameObject tip2 = Instantiate<GameObject>(Resources.Load<GameObject>("UI/UI_Tip/TipPanel"),GameManager.UIMgr.canvas.transform);
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GameObject tip2 = Instantiate<GameObject>(Resources.Load<GameObject>("UI/UI_Tip/TipPanel"), GameManager.UIMgr.canvas.transform);
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TipPanel tipPanel = tip2.GetComponent<TipPanel>();
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TipPanel tipPanel = tip2.GetComponent<TipPanel>();
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tipPanel.Init("接线完好!");
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tipPanel.Init("接线完好!");
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}
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}
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GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true);
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//GameManager.ProcessMgr?.IsRightSubProcessStepsTriggerID(triggerName, true);
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base.CallScoreAction(true);
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base.CallScoreAction(true);
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}
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}
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}
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}
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}
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@ -22,13 +22,18 @@ public class Tool_BoxSeal : Tool_Base
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{
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{
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//螺丝拧上了就安装封印
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//螺丝拧上了就安装封印
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if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left.isInstall)
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if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Left.isInstall)
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{
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if ((triggerAction == null ? 0 : triggerAction.Invoke(screw.triggerName, true)) == 0)
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{
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{
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//盖子左封印
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//盖子左封印
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.Install();
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.Install();
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//打分
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//打分
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.CallScoreAction(true);
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Left.CallScoreAction(true);
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}
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}
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}
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else if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right.isInstall)
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else if (screw == SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right && SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_screw_Right.isInstall)
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{
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if ((triggerAction == null ? 0 : triggerAction.Invoke(screw.triggerName, true)) == 0)
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{
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{
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//盖子右封印
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//盖子右封印
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.Install();
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SiteManager.instance.measuringCabinet.meteringDevice.cover.cover_seal_Right.Install();
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@ -40,4 +45,5 @@ public class Tool_BoxSeal : Tool_Base
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@ -70,7 +70,7 @@ public class Tool_TestPen : Tool_Base
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/// <param name="device_base">被验电设备</param>
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/// <param name="device_base">被验电设备</param>
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public void Test(Device_Base device_base)
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public void Test(Device_Base device_base)
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{
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{
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if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true)) == 0)
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if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", false)) == 0)
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{
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{
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if (device_base.deviceType == DeviceType.计量柜_插座)
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if (device_base.deviceType == DeviceType.计量柜_插座)
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{
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{
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@ -83,6 +83,7 @@ public class Tool_TestPen : Tool_Base
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Debug.Log("计量柜_插座 已验电");
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Debug.Log("计量柜_插座 已验电");
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isFlicker = tmp.hasElectricity;
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isFlicker = tmp.hasElectricity;
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screem.materials[0].color = isFlicker ? Color.red : Color.white;
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screem.materials[0].color = isFlicker ? Color.red : Color.white;
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int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
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base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
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base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
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});
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});
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}
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}
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@ -98,6 +99,7 @@ public class Tool_TestPen : Tool_Base
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Debug.Log("计量柜_柜门 已验电");
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Debug.Log("计量柜_柜门 已验电");
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isFlicker = tmp.hasElectricity;
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isFlicker = tmp.hasElectricity;
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screem.materials[0].color = isFlicker ? Color.red : Color.white;
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screem.materials[0].color = isFlicker ? Color.red : Color.white;
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int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
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base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
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base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
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});
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});
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}
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}
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@ -52,8 +52,8 @@ public class Tool_WireStripper : Tool_Base
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//¼ô¶Ï
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//¼ô¶Ï
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device_Seal.Cut();
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device_Seal.Cut();
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isCuning = false;
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isCuning = false;
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//int result = (triggerAction == null ? 0 : triggerAction.Invoke(triggerName, true));
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ReBackHead();
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ReBackHead();
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int result = (triggerAction == null ? 0 : triggerAction.Invoke(device_Seal.triggerName, true));
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}
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}
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private void Update()
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private void Update()
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@ -68,7 +68,7 @@ public class Tool_WireStripper : Tool_Base
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Device_Seal ds = hit.transform.GetComponent<Device_Seal>();
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Device_Seal ds = hit.transform.GetComponent<Device_Seal>();
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if (ds != null)
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if (ds != null)
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{
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{
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if ((triggerAction == null ? 0 : triggerAction.Invoke(ds.triggerName, true))== 0)
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if ((triggerAction == null ? 0 : triggerAction.Invoke(ds.triggerName, false))== 0)
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{
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{
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CutOpen(ds);
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CutOpen(ds);
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}
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}
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@ -90,7 +90,7 @@ public class D_Process : I_Enter, I_Exit
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CurrentSubProcess.Exit();
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CurrentSubProcess.Exit();
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CurrentSubProcess = GetSubProcess(subProcessId);
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CurrentSubProcess = GetSubProcess(subProcessId);
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CurrentSubProcess.Enter();
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CurrentSubProcess.Enter();
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UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
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//UnityEngine.Debug.Log("切换子流程到:" + subProcessId);
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if (subProcessStepId == 0)
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if (subProcessStepId == 0)
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CurrentSubProcess.HandoverSubProcessStep(CurrentSubProcess.subProcessStepes[0].id);
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CurrentSubProcess.HandoverSubProcessStep(CurrentSubProcess.subProcessStepes[0].id);
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else
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else
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@ -127,7 +127,7 @@ public class D_Process : I_Enter, I_Exit
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/// </summary>
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/// </summary>
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public void Enter()
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public void Enter()
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{
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{
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UnityEngine.Debug.Log("进入当前流程:" + id + "_" + processName);
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//UnityEngine.Debug.Log("进入当前流程:" + id + "_" + processName);
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}
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}
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/// <summary>
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/// <summary>
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@ -135,6 +135,6 @@ public class D_Process : I_Enter, I_Exit
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/// </summary>
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/// </summary>
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public void Exit()
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public void Exit()
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{
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{
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UnityEngine.Debug.Log("退出当前流程:" + id + "_" + processName);
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//UnityEngine.Debug.Log("退出当前流程:" + id + "_" + processName);
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}
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}
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}
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}
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@ -83,7 +83,7 @@ public class D_Scheme
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CurrentProcess.Exit();
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CurrentProcess.Exit();
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CurrentProcess = GetProcess(processId);
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CurrentProcess = GetProcess(processId);
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CurrentProcess.Enter();
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CurrentProcess.Enter();
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UnityEngine.Debug.Log("切换流程到:" + processId);
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//UnityEngine.Debug.Log("切换流程到:" + processId);
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if (subProcessId == 0)
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if (subProcessId == 0)
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CurrentProcess.HandoverSubProcess(CurrentProcess.subProcesses[0].id, subProcessStepId);
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CurrentProcess.HandoverSubProcess(CurrentProcess.subProcesses[0].id, subProcessStepId);
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else
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else
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@ -108,8 +108,8 @@ public class D_SubProcess : I_Enter, I_Exit
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CurrentSubProcessStep.Exit();
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CurrentSubProcessStep.Exit();
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CurrentSubProcessStep = GetSubProcessStep(stepId);
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CurrentSubProcessStep = GetSubProcessStep(stepId);
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CurrentSubProcessStep.Enter();
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CurrentSubProcessStep.Enter();
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UnityEngine.Debug.Log("切换子流程步骤到:" + stepId);
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//UnityEngine.Debug.Log("切换子流程步骤到:" + stepId);
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UnityEngine.Debug.Log("切换子流程步骤TriggerID到:" + ProcessManager.Instance.subProcessStepTriggerID);
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//UnityEngine.Debug.Log("切换子流程步骤TriggerID到:" + ProcessManager.Instance.subProcessStepTriggerID);
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}
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}
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/// <summary>
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/// <summary>
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@ -135,7 +135,7 @@ public class D_SubProcess : I_Enter, I_Exit
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/// </summary>
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/// </summary>
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public void Exit()
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public void Exit()
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{
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{
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UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
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//UnityEngine.Debug.Log("退出当前子流程:" + id + "_" + subProcessName);
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}
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}
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/// <summary>
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/// <summary>
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@ -143,6 +143,6 @@ public class D_SubProcess : I_Enter, I_Exit
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/// </summary>
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/// </summary>
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public void Enter()
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public void Enter()
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{
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{
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UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
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//UnityEngine.Debug.Log("进入当前子流程:" + id + "_" + subProcessName);
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}
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}
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}
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}
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@ -66,7 +66,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
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public void Enter()
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public void Enter()
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{
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{
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//GetTriggerID();
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//GetTriggerID();
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UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
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//UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
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}
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}
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/// <summary>
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/// <summary>
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/// 退出
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/// 退出
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@ -75,6 +75,6 @@ public class D_SubProcessStep : I_Enter, I_Exit
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{
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{
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//triggersId.Clear();
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//triggersId.Clear();
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//triggersComplete.Clear();
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//triggersComplete.Clear();
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UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
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//UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
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}
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}
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}
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}
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@ -137,7 +137,7 @@ public class ProcessManager : BaseManager<ProcessManager>
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{
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{
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HandoverSubProcess(spID, 0);
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HandoverSubProcess(spID, 0);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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//Debug.Log($"<color=red>进入下一步子流程</color>");
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//Debug.Log("进入下一步子流程");
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//Debug.Log("进入下一步子流程");
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return true;
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return true;
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}
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}
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@ -188,33 +188,28 @@ public class ProcessManager : BaseManager<ProcessManager>
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if (triggerID == currentSubProcessStepTriggerID)
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if (triggerID == currentSubProcessStepTriggerID)
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{
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{
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if (isRemove)
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if (isRemove)
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{
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.RemoveAt(0);
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.RemoveAt(0);
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}
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count == 0)
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count == 0)
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{
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{
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Debug.Log($"<color=red>当前步骤做完了</color>");
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if (triggerID != "工具间按钮" && triggerID != "现场按钮" && triggerID != "收回工具")
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{
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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{
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{
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p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
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p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
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{
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{
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CheckSubProcessSteps(subProcessStepId);
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CheckSubProcessSteps(subProcessStepId);
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count != 0)
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CurrentSubProcessStepTriggerNames();
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{
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});
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string triggerNameTemp = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0];
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});
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string splitResult = "";
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if (triggerNameTemp.Contains("+"))
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{
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splitResult = triggerNameTemp.Split('+')[1];
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}
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}
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else
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else
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{
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{
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splitResult = triggerNameTemp;
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CheckSubProcessSteps(subProcessStepId);
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}
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}
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subProcessStepTriggerID = splitResult;
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, splitResult);
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}
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});
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});
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}
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}
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CurrentSubProcessStepTriggerNames();
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return 0;
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return 0;
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}
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}
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else
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else
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@ -236,6 +231,31 @@ public class ProcessManager : BaseManager<ProcessManager>
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}
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}
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}
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}
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/// <summary>
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/// 切换流程之后, 当前子流程步骤triggerName不等于0的时候操作
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/// </summary>
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private void CurrentSubProcessStepTriggerNames()
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{
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count != 0)
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{
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string triggerNameTemp = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0];
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string splitResult = "";
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if (triggerNameTemp.Contains("+"))
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{
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splitResult = triggerNameTemp.Split('+')[1];
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}
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else
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{
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splitResult = triggerNameTemp;
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}
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subProcessStepTriggerID = splitResult;
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, splitResult);
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}
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}
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/// <summary>
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/// 操作错子流程步骤的triggerName的错误提示
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/// </summary>
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private void StepErrorTips()
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private void StepErrorTips()
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{
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{
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if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>())
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if (GameManager.UIMgr.GetPanel<UI_MiddleTipPanel>())
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@ -31,7 +31,6 @@ public class ImageTips : MonoBehaviour
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{
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{
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if (tween != null)
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if (tween != null)
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tween.Kill(true);
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tween.Kill(true);
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//image.DOKill();
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transform.parent = null;
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transform.parent = null;
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gameObject.SetActive(false);
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gameObject.SetActive(false);
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}
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}
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@ -34,15 +34,16 @@ public class MobileController : PermanentTriggerBase
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}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PlayerTalk(string triggerID)
|
private void PlayerTalk(string triggerName)
|
||||||
{
|
{
|
||||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
|
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, false) == 0)
|
||||||
{
|
{
|
||||||
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
GameManager.UIMgr.ShowPanel<UI_CustomSessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||||
{
|
{
|
||||||
panel.Init(triggerID, "ºÃµÄ", (intTemp) =>
|
panel.Init(triggerName, "ºÃµÄ", (intTemp) =>
|
||||||
{
|
{
|
||||||
ScoreManager.instance.Check(triggerName, "工作预约完成");
|
ScoreManager.instance.Check(triggerName, "工作预约完成");
|
||||||
|
GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true);
|
||||||
GameManager.UIMgr.HidePanel<UI_CustomSessionPanel>();
|
GameManager.UIMgr.HidePanel<UI_CustomSessionPanel>();
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
|
|
|
@ -45,8 +45,11 @@ public class UI_CheckMyselfPanel : BasePanel
|
||||||
private void OnWearState()
|
private void OnWearState()
|
||||||
{
|
{
|
||||||
if (PacksackBagMgr.Instance.IsWeared(validToolNames))
|
if (PacksackBagMgr.Instance.IsWeared(validToolNames))
|
||||||
|
{
|
||||||
|
GameManager.UIMgr.imageTips.HideTips();
|
||||||
GameManager.UIMgr.HidePanel<UI_CheckMyselfPanel>();
|
GameManager.UIMgr.HidePanel<UI_CheckMyselfPanel>();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
protected override void OnClick(string btnName)
|
protected override void OnClick(string btnName)
|
||||||
{
|
{
|
||||||
|
|
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Reference in New Issue