using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; /// /// 步骤 /// public class D_SubProcessStep : I_Enter, I_Exit { public int id; public int schemeId; public int processId; public int subProcessId; public string subProcessStepName; public bool isPrecondition; public string precondition; public string triggerID; public string tipTitle; public float score; public List triggersName; public void Init() { GetTriggerID(); //ProcessManager.Instance.subProcessStepTriggerID = triggersName[0]; } /// /// 获取目标ID, (后续 toolID 换成 targetID 应该更好点吧) /// public void GetTriggerID() { triggersName = new List(); if (string.IsNullOrEmpty(triggerID)) return; if (triggerID.Contains(',')) { string[] toolIdTemp = triggerID.Split(','); for (int i = 0; i < toolIdTemp.Length; i++) { triggersName.Add(toolIdTemp[i].Replace("\r\n", "").Replace("\n", "").Replace("\r", "").Trim()); } } else { triggersName.Add(triggerID.Replace("\r\n", "").Replace("\n", "").Replace("\r", "").Trim()); } ProcessManager.Instance.subProcessStepTriggerID = triggersName[0]; } public string SceneName() { if (precondition == "Office") return "办公室"; if (precondition == "ToolRoom") return "工具间"; if (precondition == "Site") return "现场"; return ""; } /// /// 进入 /// public void Enter() { //GetTriggerID(); //UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName); } /// /// 退出 /// public void Exit() { //triggersId.Clear(); //triggersComplete.Clear(); //UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName); } }