Merge branch 'main' into HQB_workspace

This commit is contained in:
liuyu 2024-09-03 15:04:19 +08:00
commit aa02fffc38
29 changed files with 1573 additions and 191 deletions

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MonoBehaviour:
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View File

@ -42,9 +42,9 @@ public abstract class ScoreBase : MonoBehaviour
}
/// <summary>
/// 获取总分和各步骤分数
/// 获取总分
/// </summary>
public void GetTotalScore()
public float GetTotalScore()
{
float all = 0;
foreach (var item in steps)
@ -58,6 +58,15 @@ public abstract class ScoreBase : MonoBehaviour
}
Debug.LogError("总分为:" + all);
return all;
}
/// <summary>
/// 返回成绩详情
/// </summary>
/// <returns></returns>
public Dictionary<int, ScoreSubjectStep> GetStepScore()
{
Debug.LogError(JsonConvert.SerializeObject(steps));
return steps;
}
}

View File

@ -12,12 +12,18 @@ public class ScoreManager : MonoBehaviour
{
instance = this;
scoreSubjectList = transform.GetComponentsInChildren<ScoreBase>(true).ToList();
scoreSubjectList.ForEach(a =>
ReInit();
}
/// <summary>
/// ÖØÖÃÊý¾Ý
/// </summary>
public void ReInit()
{
scoreSubjectList.ForEach(a =>
{
a.Init();
});
}
/// <summary>
/// ¼ì²â·ÖÊý
/// </summary>
@ -33,4 +39,27 @@ public class ScoreManager : MonoBehaviour
scoreSubjectList.Find(a => a.systemId == systemctlid && a.schemeId == schemeid)?.CheckScore(triggerName, para);
}
/// <summary>
/// »ñÈ¡×Ü·Ö
/// </summary>
/// <param name="subjectid"></param>
/// <returns></returns>
public ScoreModel GetScore(int subjectid)
{
ScoreBase sb=scoreSubjectList.Find(a=>a.schemeId== subjectid);
ScoreModel scoreModel = new ScoreModel();
scoreModel.score= sb.GetTotalScore();
var step=sb.GetStepScore();
foreach (var item in step)
{
ScoreInfo scoreInfo = new ScoreInfo();
scoreInfo.pointScore = item.Value.currentScore;
scoreInfo.maxScore = item.Value.maxScore;
scoreInfo.point = item.Value.step.subProcessName;
scoreInfo.pointInfo = item.Value.step.tips;
scoreModel.pointList.Add(scoreInfo);
}
return scoreModel;
}
}

View File

@ -24,6 +24,10 @@ public class ScoreSubjectStep
/// 是否一票否决
/// </summary>
public bool isOneVoteVeto;
/// <summary>
/// ²½Öè
/// </summary>
public D_SubProcess step;
public ScoreSubjectStep(int subProcessId,float maxScore,bool isOneVoteVeto=false)
{

View File

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public class Score_1002 : ScoreBase
@ -39,6 +40,18 @@ public class Score_1002 : ScoreBase
steps.Add(a.subProcessId, a);
});
List<D_SubProcess> dsteps=new List<D_SubProcess>();
DataManager.Instance.d_System.subjects.Find(a => a.id == 1002).processes.ForEach(a =>
{
dsteps.AddRange(a.subProcesses);
});
for (int i = 0; i < steps.Count; i++)
{
steps[i].step = dsteps[i];
}
//ÇåÀí»º´æ
TestPen3list.Clear();
InSwitchCloseYDList.Clear();
InSwitchOpenYDList.Clear();
@ -48,16 +61,6 @@ public class Score_1002 : ScoreBase
currentInstallTestJieXian.Clear();
}
#if UNITY_EDITOR
private void Update()
{
if (Input.GetKeyDown(KeyCode.O))
{
GetTotalScore();
}
}
#endif
/// <summary>
/// Èý²½Ñéµç˳Ðò
/// </summary>

View File

@ -0,0 +1,24 @@
using System;
using System.Collections;
using System.Collections.Generic;
[Serializable]
public class ScoreModel
{
public string time;
public float score;
public List<ScoreInfo> pointList = new List<ScoreInfo>();
}
[Serializable]
public class ScoreInfo
{
public string point;
public string pointInfo;
/// <summary>
/// µÃ·Ö
/// </summary>
public float pointScore;
/// <summary>
/// ×Ü·Ö
/// </summary>
public float maxScore;
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 94b1dfb6fb10c1b4b95c33a6beb698c3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -139,18 +139,28 @@ public class StepState_1002 : StepState
SiteManager.instance.measuringCabinet.Init();
//还原npc对话
GameObject.FindObjectsOfType<NPCController>().ToList().ForEach(a => { a.speackIndex = 0; });
GameObject.FindObjectsOfType<NPCController>().ToList().ForEach(a =>
{
a.speackIndex = 0;
a.spriteRenderer.gameObject.SetActive(true);
});
}
else if (num == 8)
{
//班前会
GameObject.FindObjectsOfType<NPCController>().ToList().Find(a => a.triggerName == "NPC¿Í»§").spriteRenderer.gameObject.SetActive(false);
}
else if (num == 9)
{
//接线检查
//还原npc负责人
GameObject.FindObjectsOfType<NPCController>().ToList().Find(a => a.triggerName == "NPC负责人").speackIndex = 1;
GameObject.FindObjectsOfType<NPCController>().ToList().ForEach(a =>
{
if(a.triggerName == "NPC¸ºÔðÈË")
a.speackIndex = 1;
a.spriteRenderer.gameObject.SetActive(false);
});
}
else if(num == 10)
{

View File

@ -75,6 +75,8 @@ public class Tool_TestPen : Tool_Base
{
if (!isMoving)
{
isFlicker = false;
screem.materials[0].color = Color.white;
base.ReBackHead();
}
}

View File

@ -38,12 +38,12 @@ public class D_SubProcessStep : I_Enter, I_Exit
string[] toolIdTemp = triggerID.Split(',');
for (int i = 0; i < toolIdTemp.Length; i++)
{
triggersName.Add(toolIdTemp[i].Replace("\r\n", "").Replace("\n", "").Replace("\r", ""));
triggersName.Add(toolIdTemp[i].Replace("\r\n", "").Replace("\n", "").Replace("\r", "").Trim());
}
}
else
{
triggersName.Add(triggerID.Replace("\r\n", "").Replace("\n", "").Replace("\r", ""));
triggersName.Add(triggerID.Replace("\r\n", "").Replace("\n", "").Replace("\r", "").Trim());
}
ProcessManager.Instance.subProcessStepTriggerID = triggersName[0];
}

View File

@ -2,6 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Net.NetworkInformation;
using UnityEngine;
using System.Linq;
public class ProcessManager : BaseManager<ProcessManager>
{
@ -142,7 +143,6 @@ public class ProcessManager : BaseManager<ProcessManager>
if (spID <= d_Scheme.CurrentProcess.subProcesses[spCount - 1].id)
{
HandoverSubProcess(spID, 0);
currentSubProcessIDTemp = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.subProcessId;
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
Debug.Log("进入下一步子流程");
return 2;
@ -179,7 +179,7 @@ public class ProcessManager : BaseManager<ProcessManager>
}
}
public int currentSubProcessIDTemp = 0;
/// <summary>
/// 0 正常1 不在当前步骤触发ID2 当前步骤没有触发ID了
/// </summary>
@ -203,16 +203,23 @@ public class ProcessManager : BaseManager<ProcessManager>
{
if (triggerName != "工具间按钮" && triggerName != "现场按钮" && triggerName != "收回工具")
{
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.subProcessId != currentSubProcessIDTemp)
if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep == d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes.Last())
{
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
if (d_Scheme.CurrentProcess.CurrentSubProcess == d_Scheme.CurrentProcess.subProcesses.Last())
{
p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
CheckSubProcessSteps(subProcessStepId);
}
else
{
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
{
CheckSubProcessSteps(subProcessStepId);
CurrentSubProcessStepTriggerNames();
p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
{
CheckSubProcessSteps(subProcessStepId);
CurrentSubProcessStepTriggerNames();
});
});
});
}
}
else
{

View File

@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class UI_PracticeInfoItem : BaseItem
{
public TextMeshProUGUI number;
public TextMeshProUGUI point;
public TextMeshProUGUI pointInfo;
public TextMeshProUGUI score;
public void Init(string _number,string _point,string _pointInfo,string _score)
{
number.text = _number;
point.text = _point;
pointInfo.text = _pointInfo;
score.text = _score;
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 182995adc29f8be4686ebff46635e3ab
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -40,10 +40,18 @@ public class UI_SubProcessItem : BaseItem
else
GetControl<Image>("learningTips").gameObject.SetActive(false);
}
public void OnResetClick(bool isReset)
/// <summary>
///
/// </summary>
/// <param name="isReset"></param>
/// <param name="state">0 未完成所有步骤跳转1 完成所有步骤跳转</param>
public void OnResetClick(bool isReset, int state)
{
warnnigTips = isReset ? "是否重新学习?" : "当前步骤还没有学完,确定要切换吗?";
OnClick("subProcessBtn");
if (state == 0)
OnClick("subProcessBtn");
else
CheckSubProcess();
}
protected override void OnClick(string btnName)
{
@ -54,23 +62,27 @@ public class UI_SubProcessItem : BaseItem
if (GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count > 0)
{
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
{
p.Init("Ìáʾ", warnnigTips, E_MessageType.Error, () =>
{
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);
//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
});
});
CheckSubProcess();
}
break;
}
}
private void CheckSubProcess()
{
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
{
p.Init("提示", warnnigTips, E_MessageType.Error, () =>
{
GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
//重置物体
StepStateControl.instance.InvokeInitStepState(GameManager.Instance.systemId, GameManager.ProcessMgr.d_Scheme.id, subProcessID);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, subProcessID);
//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
});
});
}
private void OnDestroy()
{

View File

@ -18,6 +18,7 @@ public class UI_CustomSessionPanel : BasePanel
{
this.triggerID = triggerID;
callBack += _callBack;
GetControl<TextMeshProUGUI>("ClientText_DialogBox").DOKill();
GetControl<TextMeshProUGUI>("ClientText_DialogBox").text = "";
//UItext = GetControl<TextMeshProUGUI>("ClientText_DialogBox");
StartTypewriterEffect(clientTalk);

View File

@ -95,13 +95,27 @@ public class UI_MainTitlePanel : BasePanel
case "closeBtn":
print("退出应用");
GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System,
(panel) => { panel.Init("提示", "确定退出应用吗?", E_MessageType.Warning, () => { Application.Quit(); }); });
(panel) =>
{
panel.Init("提示", "确定退出应用吗?", E_MessageType.Error, () =>
{
Debug.Log("退出");
Application.Quit();
}, () =>
{
Debug.Log("取消");
});
});
break;
case "upExamBtn":
print("交卷");
GameManager.EventMgr.EventTrigger(Enum_EventType.UpExam);
break;
case "submitBtn":
GameManager.UIMgr.ShowPanel<UI_PracticeCompletedPanel>(E_UI_Layer.System, (p) =>
{
p.Init();
});
print("交卷");
GameManager.EventMgr.EventTrigger(Enum_EventType.Submit);
break;

View File

@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class UI_PracticeCompletedPanel : BasePanel
{
public UI_PracticeInfoItem piiPrefab;
public RectTransform content;
public void Init()
{
//ScoreManager.instance.GetScore();
//ScoreManager.instance.GetStepScore();
UI_PracticeInfoItem temp = Instantiate(piiPrefab, content);
GetControl<TextMeshProUGUI>("UsedTimesRes").text = "00:555";
GetControl<TextMeshProUGUI>("ScoreRes").text = "123";
}
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "restartBtn":
GameManager.Instance.Practice();
break;
case "backBtn":
GameManager.Instance.ShowUIPanelAndLoadScene(true);
break;
case "closeBtn":
break;
default:
break;
}
GameManager.UIMgr.HidePanel<UI_PracticeCompletedPanel>();
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 182c33e6150e0fa4ba2470cded703ee9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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View File

@ -48,16 +48,17 @@ public class UI_TaskListPanel : BasePanel
/// <summary>
/// µã»÷µÚÒ»¸ö
/// </summary>
public void ClickFirstSubProcessesItem()
/// <param name="state">0 未完成所有步骤跳转1 完成所有步骤跳转</param>
public void ClickFirstSubProcessesItem(int state)
{
if (_content.GetChild(0).GetComponent<UI_SubProcessItem>())
{
_content.GetChild(0).GetComponent<UI_SubProcessItem>().OnResetClick(true);
_content.GetChild(0).GetComponent<UI_SubProcessItem>().OnResetClick(true, state);
return;
}
if (_content.GetChild(1).GetComponent<UI_SubProcessItem>())
{
_content.GetChild(1).GetComponent<UI_SubProcessItem>().OnResetClick(true);
_content.GetChild(1).GetComponent<UI_SubProcessItem>().OnResetClick(true, state);
}
}
@ -70,7 +71,7 @@ public class UI_TaskListPanel : BasePanel
GameManager.Instance.ShowUIPanelAndLoadScene(true);
break;
case "ReStartBtn":
ClickFirstSubProcessesItem();
ClickFirstSubProcessesItem(0);
break;
case "RePracticeBtn":
GameManager.Instance.Practice();

View File

@ -2,20 +2,6 @@ using UnityEngine;
public class UI_TipsForPracticePanel : BasePanel
{
public void Init()
{
}
public override void ShowMe()
{
}
public override void HideMe()
{
}
protected override void OnClick(string btnName)
{
switch (btnName)
@ -26,7 +12,7 @@ public class UI_TipsForPracticePanel : BasePanel
case "ResetStudy":
if (GameManager.UIMgr.GetPanel<UI_TaskListPanel>())
{
GameManager.UIMgr.GetPanel<UI_TaskListPanel>().ClickFirstSubProcessesItem();
GameManager.UIMgr.GetPanel<UI_TaskListPanel>().ClickFirstSubProcessesItem(1);
}
break;
case "BackBtn":

View File

@ -24,7 +24,7 @@
</Step>
<Step id="" subProcessName="正确着装" isPrecondition="FALSE" precondition="" tipTitle="" tips="请前往工具间,选取工作服、绝缘鞋、安全帽、手套,到梳妆镜面前进行换装">
<operation id="" subProcessStepName="前往工具间" isPrecondition="" precondition="Office" triggerID="工具间按钮" tipTitle="" score=""></operation>
<operation id="" subProcessStepName="前往工具间" isPrecondition="" precondition="Office" triggerID="工具间按钮" tipTitle="前往工具间" score=""></operation>
<operation id="" subProcessStepName="选择着装" isPrecondition="" precondition="ToolRoom" triggerID="国网安全帽,工作服,绝缘手套,绝缘靴" tipTitle="请点击正确的着装" score=""></operation>
<operation id="" subProcessStepName="正确着装" isPrecondition="" precondition="ToolRoom" triggerID="镜子,国网安全帽,工作服,绝缘手套,绝缘靴" tipTitle="请走到镜子面前,点击镜子" score=""></operation>
</Step>