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commit
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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;
|
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/// <summary>
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/// ¼ÆÁ¿¹ñ
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|
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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@ -0,0 +1,120 @@
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using System.Collections;
|
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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
|
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{
|
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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);
|
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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>
|
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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;
|
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}
|
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else if (num == 3003)
|
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{
|
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//办理工作票
|
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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
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue