YanCheng_Metrology/Assets/Scripts/CXX/StepStateControl.cs

100 lines
2.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering.VirtualTexturing;
/// <summary>
/// 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)
/// </summary>
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<StepState> m_Steps;
private void Awake()
{
DontDestroyOnLoad(gameObject);
instance = this;
m_Steps = transform.GetComponentsInChildren<StepState>(true).ToList();
m_Steps.ForEach(a=> { a.Init(); });
}
///// <summary>
///// 注册科目回调(主要切换场景)
///// </summary>
///// <param name="systemId"></param>
///// <param name="schemeId"></param>
///// <param name="subProcessId"></param>
//public void AddStepState(int systemId, int schemeId, int subProcessId, Action<E_SceneType> callback)
//{
// StepState ss = m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId== subProcessId);
// if(ss!=null)
// {
// ss.AddResetChangeScene(callback);
// }
//}
/// <summary>
/// 注册当前科目里步骤里某个需要初始化的状态脚本
/// </summary>
/// <param name="objName"></param>
public void AddStepStateBase(int[] subProcessIds,string objName,Action<string> callback)
{
List<StepState> 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);
}
});
}
}
/// <summary>
/// 调用初始化步骤
/// </summary>
/// <param name="process"></param>
/// <param name="subProcess"></param>
/// <param name="step"></param>
public void InvokeInitStepState(int systemId, int schemeId, int subProcessId)
{
StepState tmp=m_Steps.Find(a => a.systemId == systemId && a.schemeId == schemeId && a.subProcessId == subProcessId);
if (tmp != null)
{
Debug.Log("初始化步骤");
//跳场景
tmp.InvokeChangeScene();
//初始化base
tmp.stepStateBases.ForEach(a =>
{
a.InvokeInitStepStae();
});
}
}
/// <summary>
/// 提交步骤完成状态
/// </summary>
/// <param name="process"></param>
/// <param name="subProcess"></param>
/// <param name="step"></param>
/// <param name="score"></param>
public void SubmitStepState()
{
}
}