Merge branch 'main' of http://172.16.1.12/WangWeiZhi/YanCheng_Metrology
This commit is contained in:
commit
9ba66cc8aa
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@ -365,6 +365,7 @@ Transform:
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@ -901,7 +902,7 @@ MonoBehaviour:
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@ -1562,6 +1563,51 @@ MonoBehaviour:
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@ -32,20 +32,46 @@ public class StepState : MonoBehaviour
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systemId= int.Parse(transform.parent.parent.name);
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}
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/// <summary>
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/// ×¢²á³¡¾°Ìø×ª»Øµ÷
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/// </summary>
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/// <param name="callback"></param>
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public void AddResetChangeScene(Action<E_SceneType> callback)
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{
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this.callback = callback;
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}
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///// <summary>
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///// 注册场景跳转回调
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///// </summary>
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///// <param name="callback"></param>
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//public void AddResetChangeScene(Action<E_SceneType> callback)
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//{
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// this.callback = callback;
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//}
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public void InvokeChangeScene()
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{
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if (callback != null)
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//if (callback != null)
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//{
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// callback(initSceneType);
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//};
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string sname = "";
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switch (initSceneType)
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{
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callback(initSceneType);
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};
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case E_SceneType.None:
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return;
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case E_SceneType.Office:
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sname = "03_OfficeScene";
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break;
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case E_SceneType.ToolRoom:
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sname = "04_ToolMaterialScene";
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break;
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case E_SceneType.Site:
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sname = "05_LiveScene";
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break;
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default:
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return;
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}
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if (GameManager.RunModelMgr.SceneType != initSceneType)
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{
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GameManager.ScenesMgr.LoadSceneAsyn(sname, () =>
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{
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Debug.Log("步骤场景:" + initSceneType.ToString());
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});
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}
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}
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}
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@ -28,6 +28,21 @@ public class StepStateControl : MonoBehaviour
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m_Steps.ForEach(a=> { a.Init(); });
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}
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///// <summary>
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///// 注册科目回调(主要切换场景)
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///// </summary>
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///// <param name="systemId"></param>
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///// <param name="schemeId"></param>
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///// <param name="subProcessId"></param>
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//public void AddStepState(int systemId, int schemeId, int subProcessId, Action<E_SceneType> callback)
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//{
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// StepState ss = m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId== subProcessId);
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// if(ss!=null)
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// {
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// ss.AddResetChangeScene(callback);
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// }
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//}
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/// <summary>
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/// 注册当前科目里步骤里某个需要初始化的状态脚本
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/// </summary>
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@ -66,7 +66,6 @@ public class D_SubProcessStep : I_Enter, I_Exit
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{
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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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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, schemeId, subProcessId);
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}
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/// <summary>
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/// 退出
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@ -167,4 +167,22 @@ public enum E_SceneType
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/// 现场
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/// </summary>
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Site,
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}
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/// <summary>
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/// 所有工具
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/// </summary>
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public enum ToolType
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{
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万用表,
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剥线钳,
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绝缘螺丝刀,
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验电笔,
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国网安全帽,
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工作服,
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绝缘手套,
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绝缘靴,
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工作证,
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盒装封印,
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绝缘胶带
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}
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@ -49,6 +49,8 @@ public class UI_SubProcessItem : BaseItem
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{
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case "subProcessBtn":
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GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
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//ÖØÖÃÎïÌå
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StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, GameManager.ProcessMgr.d_Scheme.id, subProcessID);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, subProcessID);
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break;
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}
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