修改流程逻辑,修改UI逻辑:UI_LowTensionWorkTicketPanel.cs,UI_MenuBar.cs,UI_SelectWorkTicketPanel.cs,修改数据。
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@ -122,6 +122,7 @@ public class D_SubProcess : I_Enter, I_Exit
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{
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if (subProcessStepes[i].id == stepId)
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{
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subProcessStepes[i].GetTriggerID();
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return subProcessStepes[i];
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}
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}
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@ -18,18 +18,20 @@ public class D_SubProcessStep : I_Enter, I_Exit
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public string tipTitle;
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public float score;
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public List<int> triggersId = new List<int>();
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public List<int> triggersId;
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public void Init()
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{
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GetToolID();
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GetTriggerID();
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ProcessManager.Instance.subProcessStepTriggerID = triggersId[0];
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}
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/// <summary>
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/// 获取目标ID, (后续 toolID 换成 targetID 应该更好点吧)
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/// </summary>
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private void GetToolID()
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public void GetTriggerID()
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{
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triggersId = new List<int>();
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if (string.IsNullOrEmpty(triggerID)) return;
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if (triggerID.Contains(','))
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{
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@ -40,7 +42,9 @@ public class D_SubProcessStep : I_Enter, I_Exit
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}
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}
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else
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{
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triggersId.Add(int.Parse(triggerID));
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}
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}
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@ -50,7 +54,7 @@ public class D_SubProcessStep : I_Enter, I_Exit
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/// </summary>
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public void Enter()
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{
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GetToolID();
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//GetTriggerID();
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UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
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}
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/// <summary>
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@ -58,7 +62,8 @@ public class D_SubProcessStep : I_Enter, I_Exit
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/// </summary>
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public void Exit()
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{
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triggersId.Clear();
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//triggersId.Clear();
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//triggersComplete.Clear();
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UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
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}
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}
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@ -1,3 +1,4 @@
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using HighlightPlus;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@ -7,6 +8,11 @@ using UnityEngine;
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/// </summary>
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public class OfficeManager : MonoBehaviour
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{
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public HighlightEffect[] _highlight;
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public int currentProcessID;
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public int currentSubProcessID;
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public int currentSubProcessStepID;
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public int currentSubProcessStepTriggerID;
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// Start is called before the first frame update
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void Start()
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{
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@ -14,6 +20,9 @@ public class OfficeManager : MonoBehaviour
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GameManager.EventMgr.AddEventListener(Enum_EventType.InitializationUI, InitializationUI);
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}
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private void OfficeTimeLineOver()
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{
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GameManager.UIMgr.ShowPanel<UI_MaskPanel>(E_UI_Layer.System, (panel) =>
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@ -47,7 +47,7 @@ public class ProcessManager : BaseManager<ProcessManager>
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/// </summary>
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public int subProcessStepId = -1;
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public int subProcessStepToolID = -1;
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public int subProcessStepTriggerID = -1;
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/// <summary>
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/// 倒计时,剩余时长
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@ -115,23 +115,8 @@ public class ProcessManager : BaseManager<ProcessManager>
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/// 切换
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/// </summary>
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/// <returns></returns>
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public bool CheckSubProcessSteps(int subProcessStepID, int subProcessStepTriggerID)
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public bool CheckSubProcessSteps(int subProcessStepID)
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{
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.Count > 0)
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{
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int currentSubProcessStepsToolId = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0];
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId == subProcessStepID && subProcessStepTriggerID == currentSubProcessStepsToolId)
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{
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, currentSubProcessStepsToolId);
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.RemoveAt(0);
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return true;
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}
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else
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{
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Debug.Log("点击正确的操作");
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return false;
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}
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}
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId.Equals(subProcessStepID))
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{
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int spStepID = subProcessStepId + 1;
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@ -140,6 +125,7 @@ public class ProcessManager : BaseManager<ProcessManager>
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{
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HandoverSubProcessStep(spStepID);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStep, subProcessStepID);
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//GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, subProcessStepTriggerID);
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GameManager.UIMgr.ShowPanel<UI_TopTipPanel>(E_UI_Layer.System, (panel) =>
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{
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panel.Init($"{d_Scheme.CurrentProcess.processName}:<color=blue>{d_Scheme.CurrentProcess.CurrentSubProcess.subProcessName}</color>", $"{d_Scheme.CurrentProcess.CurrentSubProcess.tips}");
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@ -154,9 +140,6 @@ public class ProcessManager : BaseManager<ProcessManager>
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if (spID <= d_Scheme.CurrentProcess.subProcesses[spCount - 1].id)
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{
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HandoverSubProcess(spID, 0);
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int currentSubProcessStepsToolId = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0];
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, currentSubProcessStepsToolId);
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.RemoveAt(0);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStep, d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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GameManager.UIMgr.ShowPanel<UI_TopTipPanel>(E_UI_Layer.System, (panel) =>
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@ -173,9 +156,6 @@ public class ProcessManager : BaseManager<ProcessManager>
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if (pID <= d_Scheme.processes[pCount - 1].id)
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{
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HandoverProcess(pID, 0, 0);
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int currentSubProcessStepsToolId = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0];
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, currentSubProcessStepsToolId);
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.RemoveAt(0);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStep, d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStepId);
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GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcess, d_Scheme.CurrentProcess.CurrentSubProcessId);
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GameManager.UIMgr.ShowPanel<UI_TopTipPanel>(E_UI_Layer.System, (panel) =>
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@ -206,6 +186,34 @@ public class ProcessManager : BaseManager<ProcessManager>
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}
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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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/// <param name="triggerID"></param>
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/// <returns></returns>
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public int IsRightSubProcessStepsTriggerID(int triggerID, bool isRemove)
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{
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if (d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.Count > 0)
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{
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int currentSubProcessStepTriggerID = d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId[0];
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if (triggerID == currentSubProcessStepTriggerID)
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{
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//GameManager.EventMgr.EventTrigger<int>(Enum_EventType.SwitchSubProcessStepTriggerID, currentSubProcessStepTriggerID);
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if (isRemove)
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d_Scheme.CurrentProcess.CurrentSubProcess.CurrentSubProcessStep.triggersId.RemoveAt(0);
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return 0;
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}
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else
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{
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Debug.Log($"<color=red>currentSubProcessStepsToolId=={currentSubProcessStepTriggerID}</color>");
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return 1;
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}
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}
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else
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{
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return 2;
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}
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}
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/// <summary>
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/// 倒计时
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@ -0,0 +1,9 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DeviceTriggerBase : MonoBehaviour
|
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{
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public int triggerID;
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public string triggerName;
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}
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@ -0,0 +1,11 @@
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -8,13 +8,10 @@ using UnityEngine.EventSystems;
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public class Device_Mobile : MonoBehaviour
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{
|
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public int downIndex = 0;
|
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public int modelID = 5005;
|
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public int currentSubProcessStepID = -1;
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//public List<int> subProcessStepID = new List<int>();
|
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public int triggerID = 5005;
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private HighlightEffect _highlight;
|
||||
private void Awake()
|
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{
|
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//subProcessStepID = GameManager.DataMgr.GetSubProcessStepIDByToolID(modelID);
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_highlight = GetComponent<HighlightEffect>();
|
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}
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private void Start()
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@ -22,9 +19,10 @@ public class Device_Mobile : MonoBehaviour
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GameManager.EventMgr.AddEventListener<int>(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID);
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}
|
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private void SwitchSubProcessStepTriggerID(int arg0)
|
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{
|
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if (modelID == arg0)
|
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if (triggerID == arg0)
|
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{
|
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_highlight.highlighted = true;
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Debug.Log("ÎÒÓ¦¸ÃÌáʾ");
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@ -32,7 +30,6 @@ public class Device_Mobile : MonoBehaviour
|
|||
}
|
||||
|
||||
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if (EventSystem.current.IsPointerOverGameObject()) return;
|
||||
|
@ -40,19 +37,18 @@ public class Device_Mobile : MonoBehaviour
|
|||
{
|
||||
case 0:
|
||||
_highlight.highlighted = false;
|
||||
GameManager.UIMgr.ShowPanel<UI_ReceiveTaskPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
|
||||
{
|
||||
panel.Init(modelID);
|
||||
});
|
||||
downIndex++;
|
||||
GameManager.UIMgr.ShowPanel<UI_ReceiveTaskPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(triggerID);
|
||||
});
|
||||
downIndex++;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
|
||||
//GameManager.UIMgr.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
//{
|
||||
// panel.Init(modelID);
|
||||
//});
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId, modelID);
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
_highlight.highlighted = false;
|
||||
downIndex = 0;
|
||||
break;
|
||||
|
|
|
@ -10,7 +10,7 @@ public class UI_SubProcessItem : BaseItem
|
|||
public int subProcessID;
|
||||
public int subProcessStepID;
|
||||
|
||||
public void Init(D_SubProcess d_SubProcess,int subProcessID)
|
||||
public void Init(D_SubProcess d_SubProcess, int subProcessID)
|
||||
{
|
||||
this.processID = d_SubProcess.processId;
|
||||
this.subProcessID = d_SubProcess.id;
|
||||
|
@ -19,6 +19,7 @@ public class UI_SubProcessItem : BaseItem
|
|||
gameObject.name = subProcessID.ToString();
|
||||
SwitchSubProcess(subProcessID);
|
||||
ShowMe();
|
||||
|
||||
}
|
||||
|
||||
public override void ShowMe()
|
||||
|
|
|
@ -3,11 +3,11 @@ using UnityEngine;
|
|||
|
||||
public class UI_LowTensionWorkTicketPanel : BasePanel
|
||||
{
|
||||
public int triggerID;
|
||||
public void Init(int triggerID)
|
||||
{
|
||||
this.triggerID = triggerID;
|
||||
}
|
||||
public int triggerID = 5013;
|
||||
//public void Init(int triggerID)
|
||||
//{
|
||||
// this.triggerID = triggerID;
|
||||
//}
|
||||
|
||||
public override void ShowMe()
|
||||
{
|
||||
|
@ -28,8 +28,11 @@ public class UI_LowTensionWorkTicketPanel : BasePanel
|
|||
GameManager.UIMgr.HidePanel<UI_LowTensionWorkTicketPanel>();
|
||||
break;
|
||||
case "ConfirmBtn":
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId, triggerID);
|
||||
GameManager.UIMgr.HidePanel<UI_LowTensionWorkTicketPanel>();
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
|
||||
{
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
GameManager.UIMgr.HidePanel<UI_LowTensionWorkTicketPanel>();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
|
|
@ -119,19 +119,25 @@ public class UI_MenuBar : BasePanel
|
|||
SceneManager.LoadScene("");
|
||||
break;
|
||||
case "WorkOrderBtn":
|
||||
GameManager.UIMgr.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(workOrderID, false) == 0)
|
||||
{
|
||||
panel.Init(workOrderID);
|
||||
});
|
||||
GameManager.UIMgr.ShowPanel<UI_SelectWorkTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(workOrderID);
|
||||
});
|
||||
}
|
||||
break;
|
||||
case "WorkTicketBtn":
|
||||
|
||||
break;
|
||||
case "DisassemblyAssemblyWorkOrderBtn":
|
||||
GameManager.UIMgr.ShowPanel<UI_InstallAndDismantleTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(disassemblyAssemblyWorkOrderID, false) == 0)
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_InstallAndDismantleTicketPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(disassemblyAssemblyWorkOrderID);
|
||||
});
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
|
|
@ -5,18 +5,21 @@ using UnityEngine.UI;
|
|||
|
||||
public class UI_ReceiveTaskPanel : BasePanel
|
||||
{
|
||||
public int toolID;
|
||||
public void Init(int toolID)
|
||||
public int triggerID;
|
||||
public void Init(int triggerID)
|
||||
{
|
||||
this.toolID = toolID;
|
||||
this.triggerID = triggerID;
|
||||
}
|
||||
protected override void OnClick(string btnName)
|
||||
{
|
||||
switch (btnName)
|
||||
{
|
||||
case "Button_Accept":
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId, toolID);
|
||||
GameManager.UIMgr.HidePanel<UI_ReceiveTaskPanel>();
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
|
||||
{
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
GameManager.UIMgr.HidePanel<UI_ReceiveTaskPanel>();
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,8 +35,7 @@ public class UI_SelectWorkTicketPanel : BasePanel
|
|||
UIManager.Instance.HidePanel<UI_SelectWorkTicketPanel>();
|
||||
GameManager.UIMgr.ShowPanel<UI_LowTensionWorkTicketPanel>(E_UI_Layer.Mid, (p) =>
|
||||
{
|
||||
p.Init(triggerID);
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(ProcessManager.Instance.subProcessStepId, triggerID);
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
});
|
||||
Debug.Log("选择了正确选项F,进行下一个面板");
|
||||
}
|
||||
|
@ -48,8 +47,7 @@ public class UI_SelectWorkTicketPanel : BasePanel
|
|||
Debug.Log("错误三次了,直接进行下一个面板");
|
||||
GameManager.UIMgr.ShowPanel<UI_LowTensionWorkTicketPanel>(E_UI_Layer.Mid, (p) =>
|
||||
{
|
||||
p.Init(triggerID);
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(ProcessManager.Instance.subProcessStepId, triggerID);
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,15 +30,4 @@ public class UI_TaskListPanel : BasePanel
|
|||
});
|
||||
});
|
||||
}
|
||||
|
||||
//private void CreateSubProcessItem(UI_SubProcessItem sTemp)
|
||||
//{
|
||||
// D_Scheme d_Scheme = GameManager.ProcessMgr.d_Scheme;
|
||||
// for (int i = 0; i < d_Scheme.processes.Count; i++)
|
||||
// {
|
||||
// var t = Instantiate(_processItem, _content);
|
||||
// t.Init(d_Scheme.processes[i],sTemp);
|
||||
// }
|
||||
//}
|
||||
|
||||
}
|
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Reference in New Issue