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 triggersId;
public void Init()
{
GetTriggerID();
ProcessManager.Instance.subProcessStepTriggerID = triggersId[0];
}
///
/// 获取目标ID, (后续 toolID 换成 targetID 应该更好点吧)
///
public void GetTriggerID()
{
triggersId = new List();
if (string.IsNullOrEmpty(triggerID)) return;
if (triggerID.Contains(','))
{
string[] toolIdTemp = triggerID.Split(',');
for (int i = 0; i < toolIdTemp.Length; i++)
{
triggersId.Add(int.Parse(toolIdTemp[i]));
}
}
else
{
triggersId.Add(int.Parse(triggerID));
}
}
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);
}
}