This commit is contained in:
YangHua 2024-08-18 16:44:29 +08:00
commit 9ba66cc8aa
7 changed files with 127 additions and 13 deletions

View File

@ -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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View File

@ -32,20 +32,46 @@ public class StepState : MonoBehaviour
systemId= int.Parse(transform.parent.parent.name);
}
/// <summary>
/// ×¢²á³¡¾°Ìø×ª»Øµ÷
/// </summary>
/// <param name="callback"></param>
public void AddResetChangeScene(Action<E_SceneType> callback)
{
this.callback = callback;
}
///// <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)
//if (callback != null)
//{
// callback(initSceneType);
//};
string sname = "";
switch (initSceneType)
{
callback(initSceneType);
};
case E_SceneType.None:
return;
case E_SceneType.Office:
sname = "03_OfficeScene";
break;
case E_SceneType.ToolRoom:
sname = "04_ToolMaterialScene";
break;
case E_SceneType.Site:
sname = "05_LiveScene";
break;
default:
return;
}
if (GameManager.RunModelMgr.SceneType != initSceneType)
{
GameManager.ScenesMgr.LoadSceneAsyn(sname, () =>
{
Debug.Log("步骤场景:" + initSceneType.ToString());
});
}
}
}

View File

@ -28,6 +28,21 @@ public class StepStateControl : MonoBehaviour
m_Steps.ForEach(a=> { a.Init(); });
}
///// <summary>
///// 注册科目回调(主要切换场景)
///// </summary>
///// <param name="systemId"></param>
///// <param name="schemeId"></param>
///// <param name="subProcessId"></param>
//public void AddStepState(int systemId, int schemeId, int subProcessId, Action<E_SceneType> callback)
//{
// StepState ss = m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId== subProcessId);
// if(ss!=null)
// {
// ss.AddResetChangeScene(callback);
// }
//}
/// <summary>
/// 注册当前科目里步骤里某个需要初始化的状态脚本
/// </summary>

View File

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

View File

@ -167,4 +167,22 @@ public enum E_SceneType
/// 现场
/// </summary>
Site,
}
/// <summary>
/// 所有工具
/// </summary>
public enum ToolType
{
,
线,
,
,
,
,
,
,
,
,
}

View File

@ -49,6 +49,8 @@ public class UI_SubProcessItem : BaseItem
{
case "subProcessBtn":
GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
//ÖØÖÃÎïÌå
StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, GameManager.ProcessMgr.d_Scheme.id, subProcessID);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, subProcessID);
break;
}