using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
/// 
/// 步骤状态控制(配置步骤初始状态,断线重连步骤状态加载,步骤状态结果实时提交)
/// 
public class StepStateControl : MonoBehaviour
{
    //场景初始化
    //背包初始化
    //提示初始化
    //设备初始化
    //工具和材料初始化
    //自定义初始化
    public static StepStateControl instance;
    List m_Steps;
    private void Awake()
    {
        DontDestroyOnLoad(gameObject);
        instance = this;
        m_Steps = transform.GetComponentsInChildren(true).ToList();
        m_Steps.ForEach(a=> { a.Init(); });
    }
    /// 
    /// 注册当前科目里步骤里某个需要初始化的状态脚本
    /// 
    /// 
    //public void AddStepStateBase(int[] subProcessIds,string objName,Action callback)
    //{
    //    List 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);
    //            //}
    //        });
    //    }
    //}
    /// 
    /// 调用初始化步骤
    /// 
    /// 
    /// 
    /// 
    public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
    {
        StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId);
        if (tmp != null)
        {
            Debug.Log("执行步骤状态设置跳步骤");
            tmp.JumpStep(subProcessId);
        }
    }
    /// 
    /// 提交步骤完成状态
    /// 
    /// 
    /// 
    /// 
    /// 
    public void SubmitStepState()
    {
    }
}