This commit is contained in:
YangHua 2024-08-25 12:54:34 +08:00
commit c0fd9c8f8c
12 changed files with 358 additions and 763 deletions

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@ -1,9 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
using static UnityEngine.EventSystems.EventTrigger;
/// <summary>
/// ¼ÆÁ¿¹ñ

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@ -0,0 +1,120 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
/// <summary>
/// 直接接入式电能计量装置 步骤状态设置
/// </summary>
public class StepState_1002 : StepState
{
private void Awake()
{
steps.Add(3001, E_SceneType.Office);
steps.Add(3002, E_SceneType.Office);
steps.Add(3003, E_SceneType.Office);
steps.Add(3004, E_SceneType.Office);
steps.Add(3005, E_SceneType.ToolRoom);
steps.Add(3006, E_SceneType.ToolRoom);
steps.Add(3007, E_SceneType.Site);
steps.Add(3008, E_SceneType.Site);
steps.Add(3009, E_SceneType.Site);
steps.Add(3010, E_SceneType.Site);
steps.Add(3011, E_SceneType.Site);
steps.Add(3012, E_SceneType.Site);
steps.Add(3013, E_SceneType.Site);
steps.Add(3014, E_SceneType.Site);
steps.Add(3015, E_SceneType.Site);
steps.Add(3016, E_SceneType.Site);
steps.Add(3017, E_SceneType.Site);
steps.Add(3018, E_SceneType.Site);
}
/// <summary>
/// 从场景第一步会依次往下执行,直到指定步骤
/// </summary>
/// <param name="num"></param>
public override void SetStepState(int num)
{
Debug.Log("切换步骤"+num);
if (num == 3001)
{
//查看任务单
OfficeManager.Instance.mobileController.downIndex = 0;
}
else if (num == 3002)
{
//工作预约
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 3003)
{
//办理工作票
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 3004)
{
//填写装拆工单
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 3005)
{
//场景首个步骤
//正确着装
PacksackBagMgr.Instance.ClearAllToolAndDiveceAndMaterial();
}
else if (num == 3006)
{
//选取工器具
}
else if (num == 3007)
{
//与客户沟通
}
else if (num == 3008)
{
//班前会
}
else if (num == 3009)
{
//接线检查
}
else if(num == 3010)
{
//断开电源并验电
}
else if (num == 3011)
{
//核对和抄录计量设备信息
}
else if(num== 3012)
{
//拆除电能计量装置
}
else if( num == 3013)
{
//安装电能表
}
else if (num == 3014)
{
//安装检查
}
else if(num== 3015)
{
//现场通电及检查
}
else if(num== 3016)
{
//实施封印
}
else if(num== 3017)
{
//填写告知单
}
else if(num== 3018)
{
//清理现场
}
}
}

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@ -7,49 +7,54 @@ using UnityEngine;
/// <summary>
/// 步骤状态(管理一个步骤下的所有需要初始化的状态)
/// </summary>
public class StepState : MonoBehaviour
public abstract class StepState : MonoBehaviour
{
/// <summary>
/// 步骤所处场景
/// </summary>
public E_SceneType initSceneType;
[HideInInspector]
public int systemId;
[HideInInspector]
public int schemeId;
[HideInInspector]
public int subProcessId;
public List<StepStateBase> stepStateBases;
private Action<E_SceneType> callback;
public Dictionary<int,E_SceneType> steps=new Dictionary<int, E_SceneType>();
public void Init()
{
stepStateBases = transform.GetComponentsInChildren<StepStateBase>(true).ToList();
subProcessId = int.Parse(gameObject.name);
schemeId = int.Parse(transform.parent.name);
systemId = int.Parse(transform.parent.parent.name);
schemeId = int.Parse(transform.name);
systemId = int.Parse(transform.parent.name);
}
///// <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()
/// <summary>
/// 跳步骤
/// </summary>
/// <param name="num">从一开始</param>
public void JumpStep(int num)
{
//if (callback != null)
//{
// callback(initSceneType);
//};
//检查是否跳场景
InvokeChangeScene(steps[num], isChangeSence =>
{
//找到此步骤场景第一个
int first = steps.First(a => a.Value == steps[num]).Key;
//从场景第一个开始还原到此步骤
foreach (var item in steps)
{
if(item.Key>=first && item.Key<=num)
{
SetStepState(item.Key);
}
}
});
}
/// <summary>
/// 跳场景并且执行场景状态设置
/// </summary>
/// <param name="jumpSence"></param>
/// <param name="doStepState"></param>
public void InvokeChangeScene(E_SceneType jumpSence, Action<bool> doStepState)
{
string sname = "";
switch (initSceneType)
switch (jumpSence)
{
case E_SceneType.None:
return;
@ -65,17 +70,27 @@ public class StepState : MonoBehaviour
default:
return;
}
if (GameManager.RunModelMgr.SceneType != initSceneType)
if (GameManager.RunModelMgr.SceneType != jumpSence)
{
//跳场景
GameManager.UIMgr.ShowPanel<UI_LoadingPanel>(E_UI_Layer.System);
GameManager.ScenesMgr.LoadSceneAsyn(sname, () =>
{
Debug.Log("步骤场景:" + initSceneType.ToString());
Debug.Log("步骤场景:" + jumpSence.ToString());
GameManager.UIMgr.HidePanel<UI_LoadingPanel>();
GameManager.RunModelMgr.SceneType = initSceneType;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, initSceneType);
GameManager.EventMgr.EventTrigger<string>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersName[0]);
GameManager.RunModelMgr.SceneType = jumpSence;
GameManager.EventMgr.EventTrigger(Enum_EventType.SwitchScene, jumpSence);
GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, GameManager.ProcessMgr.d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0]);
doStepState.Invoke(true);
});
}
else
{
doStepState.Invoke(false);
}
}
public abstract void SetStepState(int num);
}

View File

@ -28,40 +28,25 @@ 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>
/// <param name="objName"></param>
public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
{
List<StepState> ss=m_Steps.FindAll(a => a.systemId == GameManager.Instance.systemId && a.schemeId == GameManager.RunModelMgr.schemeID && subProcessIds.Contains(a.subProcessId));
if (ss.Count >0)
{
ss.ForEach(a=>
{
StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
if (sb != null)
{
sb.AddResetFunction(callback);
}
});
}
}
//public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
//{
// List<StepState> ss=m_Steps.FindAll(a => a.systemId == GameManager.Instance.systemId && a.schemeId == GameManager.RunModelMgr.schemeID && subProcessIds.Contains(a.subProcessId));
// if (ss.Count >0)
// {
// ss.ForEach(a=>
// {
// //StepStateBase sb = a.stepStateBases.Find(a => a.gameObject.name == objName);
// //if (sb != null)
// //{
// // sb.AddResetFunction(callback);
// //}
// });
// }
//}
/// <summary>
/// 调用初始化步骤
@ -71,17 +56,11 @@ public class StepStateControl : MonoBehaviour
/// <param name="step"></param>
public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
{
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId);
if (tmp != null)
{
Debug.Log("初始化步骤");
//跳场景
tmp.InvokeChangeScene();
//初始化base
tmp.stepStateBases.ForEach(a =>
{
a.InvokeInitStepStae();
});
Debug.Log("执行步骤状态设置跳步骤");
tmp.JumpStep(subProcessId);
}
}

View File

@ -6,13 +6,17 @@ using UnityEngine;
/// <summary>
/// create by adam
/// </summary>
public class OfficeManager : MonoBehaviour
public class OfficeManager : SingletonMono<OfficeManager>
{
public int currentProcessID;
public int currentSubProcessID;
public int currentSubProcessStepID;
public int currentSubProcessStepTriggerID;
// Start is called before the first frame update
/// <summary>
/// 手机
/// </summary>
public MobileController mobileController;
void Start()
{
GameManager.EventMgr.AddEventListener(Enum_EventType.OfficeTimeLineOver, OfficeTimeLineOver);

View File

@ -98,6 +98,19 @@ public class PacksackBagMgr : BaseManager<PacksackBagMgr>
/// </summary>
public void ClearAllToolAndDiveceAndMaterial()
{
for (int i = 0; i < toolAndMaterialDic.Count; i++)
{
int indexI = i;
for (int j = 0; j < toolAndMaterialDic[indexI].Count; j++)
{
int indexJ = j;
GameObject obj = GameObject.Instantiate(toolAndMaterialDic[indexI][indexJ].objPrefab);
obj.name = toolAndMaterialDic[indexI][indexJ].toolName;
obj.transform.position = toolAndMaterialDic[indexI][indexJ].selfPosInToolRoom;
obj.GetComponent<Tool_SelectComponent>().itemInfo = toolAndMaterialDic[indexI][indexJ];
}
}
wearDic.Clear();
toolAndMaterialDic.Clear();
}

View File

@ -8,18 +8,6 @@ public class MobileController : PermanentTriggerBase
{
public int downIndex = 0;
protected override void OnAwake()
{
base.OnAwake();
//注册状态初始化回调
StepStateControl.instance.AddStepStateBase(new int[] { 3001, 3002 }, "手机", para =>
{
downIndex = int.Parse(para);
});
}
protected override void OnMDown()
{
switch (downIndex)