using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 步骤
/// </summary>
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<string> triggersName;
   
    public void Init()
    {
        GetTriggerID();
        //ProcessManager.Instance.subProcessStepTriggerID = triggersName[0];
    }

    /// <summary>
    /// 获取目标ID,   (后续 toolID 换成 targetID 应该更好点吧)
    /// </summary>
    public void GetTriggerID()
    {
        triggersName = new List<string>();
        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", ""));
            }
        }
        else
        {
            triggersName.Add(triggerID.Replace("\r\n", "").Replace("\n", "").Replace("\r", ""));
        }
        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 "";
    }


    /// <summary>
    /// 进入
    /// </summary>
    public void Enter()
    {
        //GetTriggerID();
        UnityEngine.Debug.Log("进入当前子流程步骤:" + id + "_" + subProcessStepName);
    }
    /// <summary>
    /// 退出
    /// </summary>
    public void Exit()
    {
        //triggersId.Clear();
        //triggersComplete.Clear();
        UnityEngine.Debug.Log("退出当前子流程步骤:" + id + "_" + subProcessStepName);
    }
}