This commit is contained in:
Victor_Wang 2024-08-09 15:23:21 +08:00
parent ff8f04fcba
commit 9f85a2fafa
14 changed files with 393 additions and 117 deletions

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@ -1,18 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 永远存储全局需要使用的值,比如,在进入打开程序的时候,记录下当前登录用户名称/用户ID然后在最后提交的时候使用其中的值
/// </summary>
public class GlobalFlag
{
/// <summary>
/// 当前用户名。
/// </summary>
public static string currentUserID;
/// <summary>
/// 当前场景,比如 当前场景是办公室。
/// </summary>
public static string currentSceneName;
}

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@ -1,11 +0,0 @@
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@ -89,6 +89,14 @@ public enum E_ModeType
Exam,
}
public enum E_SceneName
{
None,
Office,
ToolRoom,
LiveScene
}
/// <summary>
/// 工具材料设备
/// </summary>

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@ -47,10 +47,7 @@ public class DataManager : BaseManager<DataManager>
/// </summary>
private Dictionary<int, TB_ToolAndMaterial> toolAndMaterialDic = new Dictionary<int, TB_ToolAndMaterial>();
/// <summary>
/// 用户数据
/// </summary>
public UserData userData = new UserData();
/// <summary>
/// 初始化

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@ -8,7 +8,9 @@ public class ProcessManager : BaseManager<ProcessManager>
/// <summary>
/// 构造函数
/// </summary>
private ProcessManager() { }
private ProcessManager()
{
}
/// <summary>
/// 实操项目id
@ -20,6 +22,11 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary>
public E_ModeType mode;
public E_SceneName currentSceneName;
/// <summary>
/// 用户数据
/// </summary>
public UserData userData = new UserData();
/// <summary>
/// 当前的项目/方案
/// </summary>
@ -60,14 +67,15 @@ public class ProcessManager : BaseManager<ProcessManager>
/// 根据方案id 生成流程数据
/// </summary>
/// <param name="id">方案id</param>
public void Init(int id, E_ModeType mode,int countDown = 600)//TODO 考试断线重连应该考虑初始化问题
public void Init(int id, E_ModeType mode,E_SceneName currentSceneName, int countDown = 600) //TODO 考试断线重连应该考虑初始化问题
{
this.currentSceneName = currentSceneName;
this.id = id;
this.mode = mode;
coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));
d_Scheme = DataManager.Instance.GetSchemeData(id);
ReportManager.Instance.creport = DataManager.Instance.GetSchemeReport(id);
d_Scheme.Init();
Debug.Log("流程初始化完成");
}
@ -115,7 +123,7 @@ public class ProcessManager : BaseManager<ProcessManager>
while (countDown > 0)
{
yield return waitForSeconds;
countDown --;
countDown--;
}
}
@ -126,8 +134,8 @@ public class ProcessManager : BaseManager<ProcessManager>
{
id = -1;
mode = E_ModeType.None;
if (coroutine!= null)
if (coroutine != null)
GameManager.MonoMgr.StopCoroutine(coroutine);
d_Scheme = null;
}
}
}

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@ -29,7 +29,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
private void OnMouseEnter()
{
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
if (EventSystem.current.IsPointerOverGameObject()) return;
OnEnter();
//TODO: 这里写提示打开的代码
@ -37,7 +37,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
private void OnMouseDown()
{
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
if (EventSystem.current.IsPointerOverGameObject()) return;
OnDown();
gameObject.SetActive(false);
@ -46,7 +46,7 @@ public abstract class BaseToolOrDevice : MonoBehaviour
private void OnMouseExit()
{
//TODO: 这里写提示关闭的代码
if (GlobalFlag.currentUserID != "04_ToolMaterialScene") return;
if (GameManager.ProcessMgr.userData.userName != "04_ToolMaterialScene") return;
if (EventSystem.current.IsPointerOverGameObject()) return;
OnExit();
}
@ -66,7 +66,4 @@ public abstract class BaseToolOrDevice : MonoBehaviour
{
Debug.Log("离开");
}
}
}

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@ -64,7 +64,7 @@ public class UI_MainTitlePanel : BasePanel
private void SwitchUserName()
{
var userName = GameManager.DataMgr.userData.userName;
var userName = GameManager.ProcessMgr.userData.userName;
GetControl<TextMeshProUGUI>("userNameText (TMP)").text = userName;
}

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@ -8,12 +8,12 @@ using UnityEngine.EventSystems;
public class UI_MenuBar : BasePanel
{
//展开按钮 ,收起按钮
//չ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
[SerializeField]
private Sprite ExpandSprite, CollapseSprite;
//展开按钮,工具间,前往现场,办理工作票,任务单,返回办公室,拆装填写工单
//չ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߼䣬ǰ<EFBFBD><EFBFBD><EFBFBD>ֳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>񵥣<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ칫<EFBFBD>ң<EFBFBD><EFBFBD><EFBFBD>װ<EFBFBD><EFBFBD>д<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
//右侧弹窗
//<EFBFBD>Ҳ൯<EFBFBD><EFBFBD>
//private Image MenuBarIamge;
public void Init()
{
@ -38,12 +38,13 @@ public class UI_MenuBar : BasePanel
//}
public void checkBtnBySceneName()
{
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室"|| GlobalFlag.currentSceneName == "现场");
SiteBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场");
WorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场");
MissionBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场" || GlobalFlag.currentSceneName == "工具间");
OfficeBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" );
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" );
TooLRoToolRoomBtnomBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office|| GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
SiteBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
WorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
MissionBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene || GameManager.ProcessMgr.currentSceneName == E_SceneName.ToolRoom);
OfficeBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
}
protected override void OnClick(string btnName)
{

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@ -19,7 +19,7 @@ public class UI_SelectDevicePanel : BasePanel
CreatTitleAndBtnItem();
}
void CreatTitleAndBtnItem()
private void CreatTitleAndBtnItem()
{
var onlyDeviceHashSet = new HashSet<int>();
@ -79,10 +79,6 @@ public class UI_SelectDevicePanel : BasePanel
GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>();
GameManager.UIMgr.HidePanel<UI_BGPanel>();
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.9f);
GameManager.UIMgr.ShowPanel<UI_MainTitlePanel>(E_UI_Layer.Bot, (panel) =>
{
panel.Init();
});
});
});
});

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@ -6,98 +6,57 @@ using UnityEngine.UI;
public class MonoMgr : SingletonAutoMono<MonoMgr>
{
/// <summary>
/// ?????
/// </summary>
private event UnityAction onUpdate;
/// <summary>
/// ????????
/// </summary>
private event UnityAction onFixedUpdate;
/// <summary>
/// ????????
/// </summary>
private event UnityAction onLateUpdate;
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddUpdateListener(UnityAction action)
{
onUpdate += action;
}
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveUpdateListener(UnityAction action)
{
onUpdate -= action;
}
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddFixedUpdateListener(UnityAction action)
{
onFixedUpdate += action;
}
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveFixedUpdateListener(UnityAction action)
{
onFixedUpdate -= action;
}
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddLateUpdateListener(UnityAction action)
{
onLateUpdate += action;
}
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveLateUpdateListener(UnityAction action)
{
onLateUpdate -= action;
}
/// <summary>
/// ?????
/// </summary>
private void Update()
{
onUpdate?.Invoke();
}
/// <summary>
/// ?????????
/// </summary>
private void FixedUpdate()
{
onFixedUpdate?.Invoke();
}
/// <summary>
/// ????????
/// </summary>
private void LateUpdate()
{
onLateUpdate?.Invoke();
}
}
}

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@ -6,13 +6,17 @@ using UnityEngine.SceneManagement;
public class ScenesManager : BaseManager<ScenesManager>
{
private ScenesManager() { }
private ScenesManager()
{
}
/// <summary>
/// 同步加载场景
/// </summary>
/// <param name="sceneName">场景名称</param>
/// <param name="action">场景加载后需要做的</param>
public void LoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
public void LoadScene(string sceneName, UnityAction action = null,
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
SceneManager.LoadScene(sceneName, loadSceneMode);
action?.Invoke();
@ -24,7 +28,8 @@ public class ScenesManager : BaseManager<ScenesManager>
/// <param name="sceneName">场景名称</param>
/// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</param>
public void LoadSceneAsyn(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
public void LoadSceneAsyn(string sceneName, UnityAction action = null,
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
MonoMgr.Instance.StartCoroutine(ReallyLoadScene(sceneName, action));
}
@ -36,16 +41,31 @@ public class ScenesManager : BaseManager<ScenesManager>
/// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</param>
/// <returns></returns>
private IEnumerator ReallyLoadScene(string sceneName, UnityAction action = null, LoadSceneMode loadSceneMode = LoadSceneMode.Single)
private IEnumerator ReallyLoadScene(string sceneName, UnityAction action = null,
LoadSceneMode loadSceneMode = LoadSceneMode.Single)
{
AsyncOperation ao = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
do
while (!ao.isDone)
{
//分发事件
yield return ao.progress;
yield return null;
}
while (!ao.isDone);
GlobalFlag.currentSceneName = sceneName;
E_SceneName currentSceneName;
switch (sceneName)
{
case "03_OfficeScene":
currentSceneName = E_SceneName.Office;
break;
case "04_ToolMaterialScene":
currentSceneName = E_SceneName.ToolRoom;
break;
case "05_LiveScene":
currentSceneName = E_SceneName.LiveScene;
break;
default:
currentSceneName = E_SceneName.None;
break;
}
GameManager.ProcessMgr.currentSceneName = currentSceneName;
action?.Invoke();
}
}
}

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@ -1,5 +1,14 @@
{
"dependencies": {
"com.singularitygroup.hotreload": {
"version": "file:com.singularitygroup.hotreload",
"depth": 0,
"source": "embedded",
"dependencies": {
"com.unity.ugui": "1.0.0",
"com.unity.modules.unitywebrequest": "1.0.0"
}
},
"com.unity.2d.sprite": {
"version": "1.0.0",
"depth": 0,