修改已知bug,修改流程。
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@ -2,6 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Net.NetworkInformation;
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using UnityEngine;
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using System.Linq;
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public class ProcessManager : BaseManager<ProcessManager>
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{
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@ -178,7 +179,7 @@ public class ProcessManager : BaseManager<ProcessManager>
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}
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}
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public int currentSubProcessIDTemp = 0;
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/// <summary>
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/// 0 正常,1 不在当前步骤触发ID,2 当前步骤没有触发ID了
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/// </summary>
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@ -202,29 +203,33 @@ public class ProcessManager : BaseManager<ProcessManager>
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{
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if (triggerName != "工具间按钮" && triggerName != "现场按钮" && triggerName != "收回工具")
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{
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.subProcessId != currentSubProcessIDTemp)
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep == d_Scheme.CurrentProcess.CurrentSubProcess.subProcessStepes.Last())
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{
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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if (d_Scheme.CurrentProcess.CurrentSubProcess == d_Scheme.CurrentProcess.subProcesses.Last())
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{
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p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
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CheckSubProcessSteps(subProcessStepId);
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}
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else
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{
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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{
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CheckSubProcessSteps(subProcessStepId);
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CurrentSubProcessStepTriggerNames();
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p.Init("提示", "当前步骤已完成,即将进入下一步", E_MessageType.Normal, () =>
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{
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CheckSubProcessSteps(subProcessStepId);
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CurrentSubProcessStepTriggerNames();
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});
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});
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});
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currentSubProcessIDTemp = d_Scheme.CurrentProcess.CurrentSubProcess.id;
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}
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}
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else
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{
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CheckSubProcessSteps(subProcessStepId);
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currentSubProcessIDTemp = d_Scheme.CurrentProcess.CurrentSubProcess.id;
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}
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}
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else
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{
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CheckSubProcessSteps(subProcessStepId);
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currentSubProcessIDTemp = d_Scheme.CurrentProcess.CurrentSubProcess.id;
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}
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}
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CurrentSubProcessStepTriggerNames();
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@ -40,10 +40,18 @@ public class UI_SubProcessItem : BaseItem
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else
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GetControl<Image>("learningTips").gameObject.SetActive(false);
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}
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public void OnResetClick(bool isReset)
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/// <summary>
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///
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/// </summary>
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/// <param name="isReset"></param>
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/// <param name="state">0 未完成所有步骤跳转,1 完成所有步骤跳转</param>
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public void OnResetClick(bool isReset, int state)
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{
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warnnigTips = isReset ? "是否重新学习?" : "当前步骤还没有学完,确定要切换吗?";
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OnClick("subProcessBtn");
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if (state == 0)
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OnClick("subProcessBtn");
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else
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CheckSubProcess();
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}
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protected override void OnClick(string btnName)
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{
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@ -54,23 +62,27 @@ public class UI_SubProcessItem : BaseItem
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if (GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName.Count > 0)
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{
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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{
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p.Init("Ìáʾ", warnnigTips, E_MessageType.Error, () =>
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{
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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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//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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});
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});
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CheckSubProcess();
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}
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break;
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}
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}
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private void CheckSubProcess()
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{
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GameManager.UIMgr.ShowPanel<UI_MessagePanel>(E_UI_Layer.System, (p) =>
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{
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p.Init("提示", warnnigTips, E_MessageType.Error, () =>
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{
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GameManager.ProcessMgr.HandoverProcess(processID, subProcessID, subProcessStepID);
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//重置物体
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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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//Debug.LogError(ProcessManager.Instance.subProcessStepTriggerID);
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GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, ProcessManager.Instance.subProcessStepTriggerID);
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});
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});
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}
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private void OnDestroy()
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{
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@ -48,16 +48,17 @@ public class UI_TaskListPanel : BasePanel
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/// <summary>
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/// µã»÷µÚÒ»¸ö
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/// </summary>
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public void ClickFirstSubProcessesItem()
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/// <param name="state">0 未完成所有步骤跳转,1 完成所有步骤跳转</param>
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public void ClickFirstSubProcessesItem(int state)
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{
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if (_content.GetChild(0).GetComponent<UI_SubProcessItem>())
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{
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_content.GetChild(0).GetComponent<UI_SubProcessItem>().OnResetClick(true);
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_content.GetChild(0).GetComponent<UI_SubProcessItem>().OnResetClick(true, state);
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return;
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}
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if (_content.GetChild(1).GetComponent<UI_SubProcessItem>())
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{
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_content.GetChild(1).GetComponent<UI_SubProcessItem>().OnResetClick(true);
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_content.GetChild(1).GetComponent<UI_SubProcessItem>().OnResetClick(true, state);
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}
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}
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@ -70,7 +71,7 @@ public class UI_TaskListPanel : BasePanel
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GameManager.Instance.ShowUIPanelAndLoadScene(true);
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break;
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case "ReStartBtn":
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ClickFirstSubProcessesItem();
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ClickFirstSubProcessesItem(0);
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break;
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case "RePracticeBtn":
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GameManager.Instance.Practice();
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@ -26,7 +26,7 @@ public class UI_TipsForPracticePanel : BasePanel
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case "ResetStudy":
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if (GameManager.UIMgr.GetPanel<UI_TaskListPanel>())
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{
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GameManager.UIMgr.GetPanel<UI_TaskListPanel>().ClickFirstSubProcessesItem();
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GameManager.UIMgr.GetPanel<UI_TaskListPanel>().ClickFirstSubProcessesItem(1);
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}
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break;
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case "BackBtn":
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