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, Exam,
} }
public enum E_SceneName
{
None,
Office,
ToolRoom,
LiveScene
}
/// <summary> /// <summary>
/// 工具材料设备 /// 工具材料设备
/// </summary> /// </summary>

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

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@ -8,7 +8,9 @@ public class ProcessManager : BaseManager<ProcessManager>
/// <summary> /// <summary>
/// 构造函数 /// 构造函数
/// </summary> /// </summary>
private ProcessManager() { } private ProcessManager()
{
}
/// <summary> /// <summary>
/// 实操项目id /// 实操项目id
@ -20,6 +22,11 @@ public class ProcessManager : BaseManager<ProcessManager>
/// </summary> /// </summary>
public E_ModeType mode; public E_ModeType mode;
public E_SceneName currentSceneName;
/// <summary>
/// 用户数据
/// </summary>
public UserData userData = new UserData();
/// <summary> /// <summary>
/// 当前的项目/方案 /// 当前的项目/方案
/// </summary> /// </summary>
@ -60,8 +67,9 @@ public class ProcessManager : BaseManager<ProcessManager>
/// 根据方案id 生成流程数据 /// 根据方案id 生成流程数据
/// </summary> /// </summary>
/// <param name="id">方案id</param> /// <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.id = id;
this.mode = mode; this.mode = mode;
coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown)); coroutine = GameManager.MonoMgr.StartCoroutine(CountDown(countDown));

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

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

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@ -8,12 +8,12 @@ using UnityEngine.EventSystems;
public class UI_MenuBar : BasePanel 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] [SerializeField]
private Sprite ExpandSprite, CollapseSprite; 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; private Button CloseDefaultBtn, TooLRoToolRoomBtnomBtn, SiteBtn, WorkOrderBtn, MissionBtn, OfficeBtn, DisassemblyAssemblyWorkOrderBtn;
//右侧弹窗 //<EFBFBD>Ҳ൯<EFBFBD><EFBFBD>
//private Image MenuBarIamge; //private Image MenuBarIamge;
public void Init() public void Init()
{ {
@ -38,12 +38,13 @@ public class UI_MenuBar : BasePanel
//} //}
public void checkBtnBySceneName() 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"); TooLRoToolRoomBtnomBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office|| GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
WorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场"); SiteBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
MissionBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" || GlobalFlag.currentSceneName == "现场" || GlobalFlag.currentSceneName == "工具间"); WorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene);
OfficeBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" ); MissionBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office || GameManager.ProcessMgr.currentSceneName ==E_SceneName.LiveScene || GameManager.ProcessMgr.currentSceneName == E_SceneName.ToolRoom);
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GlobalFlag.currentSceneName == "办公室" ); OfficeBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
DisassemblyAssemblyWorkOrderBtn.gameObject.SetActive(GameManager.ProcessMgr.currentSceneName == E_SceneName.Office );
} }
protected override void OnClick(string btnName) protected override void OnClick(string btnName)
{ {

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@ -19,7 +19,7 @@ public class UI_SelectDevicePanel : BasePanel
CreatTitleAndBtnItem(); CreatTitleAndBtnItem();
} }
void CreatTitleAndBtnItem() private void CreatTitleAndBtnItem()
{ {
var onlyDeviceHashSet = new HashSet<int>(); var onlyDeviceHashSet = new HashSet<int>();
@ -79,10 +79,6 @@ public class UI_SelectDevicePanel : BasePanel
GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>(); GameManager.UIMgr.HidePanel<UI_SelectDevicePanel>();
GameManager.UIMgr.HidePanel<UI_BGPanel>(); GameManager.UIMgr.HidePanel<UI_BGPanel>();
GameManager.EventMgr.EventTrigger<float>(Enum_EventType.UpdateProgress, 0.9f); 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> public class MonoMgr : SingletonAutoMono<MonoMgr>
{ {
/// <summary>
/// ?????
/// </summary>
private event UnityAction onUpdate; private event UnityAction onUpdate;
/// <summary>
/// ????????
/// </summary>
private event UnityAction onFixedUpdate; private event UnityAction onFixedUpdate;
/// <summary>
/// ????????
/// </summary>
private event UnityAction onLateUpdate; private event UnityAction onLateUpdate;
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddUpdateListener(UnityAction action) public void AddUpdateListener(UnityAction action)
{ {
onUpdate += action; onUpdate += action;
} }
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveUpdateListener(UnityAction action) public void RemoveUpdateListener(UnityAction action)
{ {
onUpdate -= action; onUpdate -= action;
} }
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddFixedUpdateListener(UnityAction action) public void AddFixedUpdateListener(UnityAction action)
{ {
onFixedUpdate += action; onFixedUpdate += action;
} }
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveFixedUpdateListener(UnityAction action) public void RemoveFixedUpdateListener(UnityAction action)
{ {
onFixedUpdate -= action; onFixedUpdate -= action;
} }
/// <summary>
/// ????
/// </summary>
/// <param name="action"></param>
public void AddLateUpdateListener(UnityAction action) public void AddLateUpdateListener(UnityAction action)
{ {
onLateUpdate += action; onLateUpdate += action;
} }
/// <summary>
/// ???
/// </summary>
/// <param name="action"></param>
public void RemoveLateUpdateListener(UnityAction action) public void RemoveLateUpdateListener(UnityAction action)
{ {
onLateUpdate -= action; onLateUpdate -= action;
} }
/// <summary>
/// ?????
/// </summary>
private void Update() private void Update()
{ {
onUpdate?.Invoke(); onUpdate?.Invoke();
} }
/// <summary>
/// ?????????
/// </summary>
private void FixedUpdate() private void FixedUpdate()
{ {
onFixedUpdate?.Invoke(); onFixedUpdate?.Invoke();
} }
/// <summary>
/// ????????
/// </summary>
private void LateUpdate() private void LateUpdate()
{ {
onLateUpdate?.Invoke(); onLateUpdate?.Invoke();
} }
} }

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@ -6,13 +6,17 @@ using UnityEngine.SceneManagement;
public class ScenesManager : BaseManager<ScenesManager> public class ScenesManager : BaseManager<ScenesManager>
{ {
private ScenesManager() { } private ScenesManager()
{
}
/// <summary> /// <summary>
/// 同步加载场景 /// 同步加载场景
/// </summary> /// </summary>
/// <param name="sceneName">场景名称</param> /// <param name="sceneName">场景名称</param>
/// <param name="action">场景加载后需要做的</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); SceneManager.LoadScene(sceneName, loadSceneMode);
action?.Invoke(); action?.Invoke();
@ -24,7 +28,8 @@ public class ScenesManager : BaseManager<ScenesManager>
/// <param name="sceneName">场景名称</param> /// <param name="sceneName">场景名称</param>
/// <param name="action">委托</param> /// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</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)); MonoMgr.Instance.StartCoroutine(ReallyLoadScene(sceneName, action));
} }
@ -36,16 +41,31 @@ public class ScenesManager : BaseManager<ScenesManager>
/// <param name="action">委托</param> /// <param name="action">委托</param>
/// <param name="loadSceneMode">加载场景方式</param> /// <param name="loadSceneMode">加载场景方式</param>
/// <returns></returns> /// <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); AsyncOperation ao = SceneManager.LoadSceneAsync(sceneName, loadSceneMode);
do while (!ao.isDone)
{ {
//分发事件 yield return null;
yield return ao.progress;
} }
while (!ao.isDone); E_SceneName currentSceneName;
GlobalFlag.currentSceneName = sceneName; 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(); action?.Invoke();
} }
} }

View File

@ -1,5 +1,14 @@
{ {
"dependencies": { "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": { "com.unity.2d.sprite": {
"version": "1.0.0", "version": "1.0.0",
"depth": 0, "depth": 0,