10006初始化

This commit is contained in:
huqibin 2024-10-29 16:11:17 +08:00
parent a6d0204f8c
commit e32d3b58e6
49 changed files with 2118 additions and 659 deletions

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playSpeack: "\u60A8\u597D\uFF0C\u6211\u662Fxx\u4F9B\u7535\u516C\u53F8\u5458\u5DE5\uFF0C\u8FD9\u662F\u6211\u7684\u5DE5\u4F5C\u8BC1\u3002\u73B0\u5728\u6211\u4EEC\u8981\u5BF9\u8D35\u6237\u66F4\u6362\u7535\u80FD\u8BA1\u91CF\u8868"
device_Control: {fileID: 1584432036}
device_Control: {fileID: 1584432037}
jiaoYanYiPos: {fileID: 0}
wanYongBiaoPos: {fileID: 0}
jiaoYanYi: {fileID: 0}
@ -35216,6 +35180,10 @@ PrefabInstance:
propertyPath: m_Name
value: "\u6742\u7269"
objectReference: {fileID: 0}
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propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
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propertyPath: m_StaticEditorFlags
value: 0

8
Assets/Scripts/4001.meta Normal file
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folderAsset: yes
DefaultImporter:
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View File

@ -26,7 +26,7 @@ public class ComputerController : PermanentTriggerBase
protected override void OnMDown()
{
_highlight.SetHighlighted(false);
GameManager.UIMgr.ShowPanel<UI_ComputerSystemLoginPanel>(E_UI_Layer.Mid, (panel) =>
GameManager.UIMgr.ShowPanel<UI_ComputerSystemHomePagePanel>(E_UI_Layer.Mid, (panel) =>
{
//panel.Init(triggerName, "我是xxx供电所人员到xxx地方开展直接接入式电能计量装置装拆及验收标准化作业。", PlayerTalk, 0);
});

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@ -0,0 +1,35 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_ComputerSystemHomePagePanel : UI_ComputerSystemBasePanel
{
public override void ShowMe()
{
base.ShowMe();
if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
{
//GameManager.UIMgr.imageTips.ShowTips(GetControl<Button>("loginBtn").GetComponent<RectTransform>());
}
}
/// <summary>
/// °´Å¥µã»÷
/// </summary>
/// <param name="btnName"></param>
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "closeBtn":
GameManager.UIMgr.HidePanel<UI_ComputerSystemHomePagePanel>();
break;
case "loginBtn":
GameManager.UIMgr.HidePanel<UI_ComputerSystemHomePagePanel>();
GameManager.UIMgr.ShowPanel<UI_ComputerSystemJLZXJCPanel>();
break;
}
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UI_ComputerSystemJLZXJCPanel : UI_ComputerSystemBasePanel
{
public string triggerName = "";
public GameObject TransResultPanel;//结果面板
public GameObject InterrogationPanel;//召测面板
bool IsTranscribed = false;//已经透抄
bool IsInterrogation = false;//已经召测
public override void ShowMe()
{
base.ShowMe();
TransResultPanel.SetActive(false);//透抄结果面板关闭
InterrogationPanel.SetActive(false);//召测面板关闭
IsTranscribed = false;//透抄结果为false
IsInterrogation = false;//召测结果为false
GetControl<Button>("closeBtn").gameObject.SetActive(true);
}
/// <summary>
/// 按钮点击
/// </summary>
/// <param name="btnName"></param>
protected override void OnClick(string btnName)
{
switch (btnName)
{
case "backBtn":
GameManager.UIMgr.HidePanel<UI_ComputerSystemJLZXJCPanel>();
GameManager.UIMgr.ShowPanel<UI_ComputerSystemHomePagePanel>();
break;
case "transcribeBtn":
if (!IsTranscribed)
{
StartCoroutine(Transcribe());
}
break;
case "interrogationBtn":
if (!IsInterrogation)
{
StartCoroutine(Interrogation());
}
break;
case "closeBtn":
GameManager.UIMgr.HidePanel<UI_ComputerSystemJLZXJCPanel>();
if (IsTranscribed && IsInterrogation)
{
GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerName, true);
ScoreManager.instance.Check(triggerName, "透抄检查完成");
}
break;
}
}
/// <summary>
/// 透抄
/// </summary>
/// <returns></returns>
protected IEnumerator Transcribe()
{
TransResultPanel.SetActive(true);//显示透抄结果面板
yield return new WaitForSeconds(3);
TransResultPanel.SetActive(false);//隐藏透抄结果面板
IsTranscribed = true;//透抄结果为true
}
protected IEnumerator Interrogation()
{
InterrogationPanel.SetActive(true);//显示召测面板
yield return new WaitForSeconds(3);
InterrogationPanel.SetActive(false);//隐藏召测面板
IsInterrogation = true;//召测结果为true
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -0,0 +1,434 @@
using HighlightPlus;
using Sirenix.Utilities;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting.Antlr3.Runtime;
using UnityEngine;
/// <summary>
/// 10006_6001_计量装置轮换
/// </summary>
public class Device_Control_6001 : Device_Control
{
/// <summary>
/// 采集器
/// </summary>
public Device_Collector collector;
/// <summary>
/// 采集器安装区域
/// </summary>
public DeviceTrigger device_collectorTrigger;
/// <summary>
/// 采集器安装位置
/// </summary>
public Transform collector_transform;
/// <summary>
/// 当前机柜中安装的三相四线电能表
/// </summary>
public Device_3Phase4WireMeter meteringDevice;
/// <summary>
/// 插座
/// </summary>
public Device_Socket socket;
/// <summary>
/// 进电开关
/// </summary>
public Device_Switch inSwitch;
/// <summary>
/// 电能表接线
/// </summary>
public List<Tool_Line> jieXian_lines;
/// <summary>
/// 电能表碰撞
/// </summary>
public DeviceTrigger dianTrigger;
/// <summary>
/// 电能表安装完成后的杂物
/// </summary>
public Device_Sundries sundries;
/// <summary>
/// 进电开关接线螺丝
/// </summary>
public List<Tool_Screw> inSwitchScrews;
/// <summary>
/// 接线检查
/// </summary>
public Check_JieXian check_JieXian;
#region
/// <summary>
/// 柜门螺丝
/// </summary>
public Tool_Screw door_screw;
/// <summary>
/// 柜门
/// </summary>
public Door cabinetDoor;
/// <summary>
/// 柜门封印
/// </summary>
public Device_Seal door_seal;
/// <summary>
/// 柜门封印触发区域
/// </summary>
public DeviceTrigger door_seal_trigger;
#endregion
private void Awake()
{
//设置控制脚本
StepStateControl.instance?.SetDeviceControl(6001, this);
ScoreManager.instance?.SetDeviceControl(6001, this);
//注册工具拿出和收回,显示隐藏物体的封印的触发
EventCenter.Instance.AddEventListener<GameObject>(Enum_EventType.TakeOutAndRetrievingTheTools, CheckTriggerShow);
AddActions();
sundries.gameObject.SetActive(false);
//添加电能表区域点击事件
dianTrigger.clickAction += () =>
{
if ((GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(dianTrigger.gameObject.name, true)) == 0)
{
if (meteringDevice == null)
{
//安装电能表
if (LiveSceneManager.Instance.currentTool != null && LiveSceneManager.Instance.currentTool.GetComponent<Device_3Phase4WireMeter>() != null)
{
meteringDevice = LiveSceneManager.Instance.currentTool.GetComponent<Device_3Phase4WireMeter>();
meteringDevice.cover.openLocalPos = new Vector3(0.295f, 0.121f, -0.067f);
meteringDevice.Add(this, dianTrigger.transform.localPosition, dianTrigger.transform.localEulerAngles);
//接线关联螺丝
SetLineScrew();
//重新注册回调
//AddActions();
//添加螺丝拆装回调
meteringDevice.jieXian_screws.ForEach(screw =>
{
screw.AddinstallAction(isinstalled =>
{
//刷新带电状态
CheckHasElectricity();
//判断接线完好显示隐藏
CheckJieXianOk();
});
});
//刷新带电状态
CheckHasElectricity();
//打分
dianTrigger.CallScoreAction(true);
}
}
else
{
//拆下电能表
meteringDevice.Remove(a =>
{
if (a)
{
//拆下场景中自带的电能表才显示杂物
if (meteringDevice.name == "原三相四线费控智能电能表")
{
sundries.gameObject.SetActive(true);
}
meteringDevice = null;
//情况接线关联螺丝
ClearLineScrew();
//打分
dianTrigger.CallScoreAction(false);
}
});
}
}
};
//柜门封印触发区点击事件
door_seal_trigger.clickAction += () =>
{
//安装封印
if (door_screw.isInstall)
{
if (GameManager.ProcessMgr == null || GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(door_seal_trigger.name, true) == 0)
{
door_seal.Install();
door_seal_trigger.gameObject.SetActive(false);
}
}
};
//采集器安装区域点击事件
collector.installArea = device_collectorTrigger.transform;
device_collectorTrigger.clickAction += () =>
{
Device_Collector cur_collector = LiveSceneManager.Instance.currentTool.GetComponent<Device_Collector>();
cur_collector.Install(collector_transform, new Vector3(0, 180, 0), () => {
collector.MoveToInstall();
cur_collector.gameObject.SetActive(false);
collector.gameObject.SetActive(true);
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(device_collectorTrigger.name, true) == 0)
{
ScoreManager.instance.Check(device_collectorTrigger.name, "采集器完成重装");
}
});
};
GameManager.UIMgr.ShowPanel<UI_ConnectStation>();//HQB 显示联系台站的按钮
}
/// <summary>
/// 添加各种操作回调
/// </summary>
public void AddActions()
{
//柜门打开条件
cabinetDoor.canOpen += () =>
{
return !door_screw.isInstall;
};
//柜门螺丝条件
door_screw.AddCheckAction(() =>
{
return door_seal.isCut && !cabinetDoor.isOpen;
});
//添加开关切换回调
inSwitch.AddAction(isOpen =>
{
//刷新带电状态
CheckHasElectricity();
});
//添加螺丝拆装回调
meteringDevice.jieXian_screws.ForEach(screw =>
{
screw.AddinstallAction(isinstalled =>
{
//刷新带电状态
CheckHasElectricity();
//判断接线完好显示隐藏
CheckJieXianOk();
});
});
//接线连接和取下回调,判断回调
jieXian_lines.ForEach(line =>
{
//无电能表不可移动
line.AddCanMoveCheck(() => { return meteringDevice != null; });
line.AddCompleteAction(isConnected =>
{
//刷新带点状态
CheckHasElectricity();
//判断接线完好显示隐藏
CheckJieXianOk();
});
});
///开关螺丝不可拆卸
inSwitchScrews.ForEach(a =>
{
a.AddCheckAction(() =>
{
//提示不可拆
TipPanel.ShowTip("当前螺丝不可拆卸!");
return false;
});
});
}
/// <summary>
/// 还原计量柜状态
/// </summary>
public void Init()
{
//还原三相四线电能表
if (meteringDevice == null)
{
meteringDevice = GameObject.FindObjectOfType<Device_3Phase4WireMeter>(true);
}
meteringDevice.Init(true);
//还原接线完好
check_JieXian.isChecked = false;
check_JieXian.gameObject.SetActive(true);
//还原柜门
cabinetDoor.SetState(false);
door_screw.isInstall = true;
door_screw.transform.localPosition = new Vector3(door_screw.transform.localPosition.x, door_screw.initPostionY, door_screw.transform.localPosition.z);
door_seal.isCut = false;
door_seal.gameObject.SetActive(true);
//还原插座
//还原进线开关
inSwitch.OpenState();
//还原电能表接线
jieXian_lines.ForEach(line =>
{
line.SetConenctState(true);
});
//还原杂物
sundries.gameObject.SetActive(false);
//刷新验电状态
CheckHasElectricity();
//还原采集器 HQB
collector.Init(true);
}
/// <summary>
/// 清空接线的螺丝参数
/// </summary>
public void ClearLineScrew()
{
Debug.Log("清除接线关联的螺丝");
jieXian_lines.ForEach(a =>
{
a.screws.Clear();
});
}
/// <summary>
/// 设置接线的螺丝参数
/// </summary>
public void SetLineScrew()
{
Debug.Log("接线重新关联螺丝");
jieXian_lines.ForEach(a =>
{
a.screws = meteringDevice.jieXian_screws.FindAll(b => b.gameObject.name.StartsWith(a.gameObject.name.Replace("线", "")));
if (a.screws == null || a.screws.Count == 0)
{
Debug.LogError("接线未找到对应螺丝");
}
});
}
/// <summary>
/// 刷新电能表螺丝带电状态
/// </summary>
public void CheckHasElectricity()
{
Debug.Log("带电状态刷新");
//进线螺丝是否带电
jieXian_lines.ForEach(a =>
{
if (!inSwitch.isOpen)
{
//开关关闭不带电
a.screws.ForEach(b => b.hasElectricity = false);
}
else
{
//开关打开--线接上--螺丝拧上带电
if (!a.isConnected)
{
a.screws.ForEach(b => b.hasElectricity = false);
}
else
{
a.screws.ForEach(b =>
{
//安装了则
//零线无电流,有电压
if (b.triggerName.Contains("零"))
{
b.hasElectricity = false;
}
else
{
//其他的看是否上电
b.hasElectricity = b.isInstall;
}
});
}
}
});
//进电开关螺丝是否带电
inSwitchScrews.ForEach(a =>
{
a.hasElectricity = inSwitch.isOpen;
});
//电能表是否带点
if (meteringDevice != null)
meteringDevice.screemControl.hasElectricity = (inSwitch.isOpen && jieXian_lines.All(line => line.isConnected));
}
/// <summary>
/// 刷新接线完好的显示隐藏
/// </summary>
public void CheckJieXianOk()
{
if (jieXian_lines.TrueForAll(a => a.isConnected) && meteringDevice.jieXian_screws.TrueForAll(a => a.isInstall))
{
//显示接线完好物体
check_JieXian.isChecked = false;
check_JieXian.gameObject.SetActive(true);
Debug.Log("显示接线");
}
else
{
//隐藏接线完好物体
check_JieXian.isChecked = true;
check_JieXian.gameObject.SetActive(false);
Debug.Log("隐藏接线");
}
}
private void FixedUpdate()
{
//是否可以触发能表的拆卸或安装电
if (meteringDevice == null)
{
dianTrigger.gameObject.SetActive(true);
}
else
{
//电能表固定螺丝拆掉了,线拆掉了
if (!meteringDevice.fix_screw_left.isInstall && !meteringDevice.fix_screw_right.isInstall && jieXian_lines.TrueForAll(a => !a.isConnected))
{
dianTrigger.gameObject.SetActive(true);
}
else
{
dianTrigger.gameObject.SetActive(false);
}
}
}
/// <summary>
/// 检查显示或隐藏封印触发器
/// </summary>
/// <param name="obj"></param>
private void CheckTriggerShow(GameObject obj)
{
if (obj == null)
{
//收回
Debug.Log("收回");
door_seal_trigger.gameObject.SetActive(false);
}
else
{
//拿出
Debug.Log("拿出");
if (obj.name == "盒装封印")
{
if (!cabinetDoor.isOpen && door_seal.isCut && door_screw.isInstall)
door_seal_trigger.gameObject.SetActive(true);
}
}
}
protected void OnDestroy()
{
EventCenter.Instance.RemoveEventListener<GameObject>(Enum_EventType.TakeOutAndRetrievingTheTools, CheckTriggerShow);
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,397 @@
using Newtonsoft.Json;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using LitJson;
/// <summary>
/// 场景中用到的全部buffer
/// </summary>
public class BufferTemp_6001
{
public List<string> TestPen3list;
public List<string> InSwitchCloseYDList;
public List<string> InSwitchOpenYDList;
public List<string> currentunInstallJieXian;
public List<string> currentInstallJieXian;
public List<string> installCover;
public List<string> currentInstallTestJieXian;
}
public class Score_6001 : ScoreBase
{
/// <summary>
/// 现场场景中的特殊物体控制
/// </summary>
private Device_Control_6001 device_Control;
/// <summary>
/// 初始化,有配置用配置的分数,没有使用默认的分数
/// </summary>
public override void Init()
{
base.Init();
List<ScoreSubjectStep> tmps = new List<ScoreSubjectStep>();
tmps.Add(new ScoreSubjectStep(1, 0));//线损异常类型研判_
tmps.Add(new ScoreSubjectStep(2, 0));//异常分析_
tmps.Add(new ScoreSubjectStep(3, 5));//工作预约_
tmps.Add(new ScoreSubjectStep(4, 5));//办理工作票_
tmps.Add(new ScoreSubjectStep(5, 5));//正确着装_
tmps.Add(new ScoreSubjectStep(6, 10));//选取工具_
tmps.Add(new ScoreSubjectStep(7, 5));//与客户沟通_
tmps.Add(new ScoreSubjectStep(8, 0));//班前会_
tmps.Add(new ScoreSubjectStep(9, 3));//采集故障
tmps.Add(new ScoreSubjectStep(10, 4));//采集故障处理
tmps.Add(new ScoreSubjectStep(11, 4));//清理现场_
steps = new Dictionary<int, ScoreSubjectStep>();
tmps.ForEach(a =>
{
steps.Add(a.subProcessId, a);
});
List<D_SubProcess> dsteps = new List<D_SubProcess>();
DataManager.Instance.d_System.subjects.Find(a => a.id == schemeId).processes.ForEach(a =>
{
dsteps.AddRange(a.subProcesses);
});
for (int i = 0; i < steps.Count; i++)
{
steps[i + 1].step = dsteps[i];
}
//清理缓存
TestPen3list.Clear();
InSwitchCloseYDList.Clear();
InSwitchOpenYDList.Clear();
currentunInstallJieXian.Clear();
currentInstallJieXian.Clear();
installCover.Clear();
currentInstallTestJieXian.Clear();
reInstall = false;
}
public override void SetDeviceControl(Device_Control device_Control)
{
this.device_Control = (Device_Control_6001)device_Control;
}
/// <summary>
/// 三步验电顺序
/// </summary>
List<string> TestPen3list = new List<string>();
/// <summary>
/// 开关断电验电
/// </summary>
List<string> InSwitchCloseYDList = new List<string>();
/// <summary>
/// 开关通电验电
/// </summary>
List<string> InSwitchOpenYDList = new List<string>();
/// <summary>
/// 拆除接线顺序
/// </summary>
List<string> unInstallJieXian = new List<string>()
{
"A_in_螺丝up", "A_in_螺丝down", "A_in_线",
"B_in_螺丝up","B_in_螺丝down","B_in_线",
"C_in_螺丝up","C_in_螺丝down","C_in_线",
"A_out_螺丝up","A_out_螺丝down","A_out_线",
"B_out_螺丝up","B_out_螺丝down","B_out_线",
"C_out_螺丝up","C_out_螺丝down","C_out_线",
"零_地_螺丝up","零_地_螺丝down","零_地_线",
"零_out_螺丝up","零_out_螺丝down","零_out_线"
};
/// <summary>
/// 拆除接线螺丝操作
/// </summary>
List<string> currentunInstallJieXian = new List<string>();
/// <summary>
/// 安装接线螺丝顺序
/// </summary>
List<string> installJieXian = new List<string>()
{
"零_out_线","零_out_螺丝up","零_out_螺丝down",
"零_地_线","零_地_螺丝up","零_地_螺丝down",
"C_out_线","C_out_螺丝up","C_out_螺丝down",
"B_out_线","B_out_螺丝up","B_out_螺丝down",
"A_out_线","A_out_螺丝up","A_out_螺丝down",
"C_in_线","C_in_螺丝up","C_in_螺丝down",
"B_in_线","B_in_螺丝up","B_in_螺丝down",
"A_in_线","A_in_螺丝up", "A_in_螺丝down"
};
/// <summary>
/// 安装接线螺丝操作
/// </summary>
List<string> currentInstallJieXian = new List<string>();
/// <summary>
/// 安装流程安装盖子
/// </summary>
List<string> installCover = new List<string>();
/// <summary>
/// 安装流程对接验电螺丝
/// </summary>
List<string> installTestJieXian = new List<string>() { "验电笔+A_in_螺丝", "验电笔+B_in_螺丝", "验电笔+C_in_螺丝" };
/// <summary>
/// 安装流程对接验电操作
/// </summary>
List<string> currentInstallTestJieXian = new List<string>();
/// <summary>
/// 采集器是否重装过
/// </summary>
bool reInstall = false;
public override void CheckScore(string triggerName, object para)
{
base.CheckScore(triggerName, para);
if (triggerName == "电脑")
{
if (para.ToString() == "透抄检查完成")
{
steps[1].SetScore(true);//线损异常类型研判完成
}
}
if (triggerName == "手机")
{
if (para.ToString() == "异常分析完成")
{
steps[2].SetScore(true);//1->2 异常分析完成
}
else if (para.ToString() == "工作预约完成")
{
steps[3].SetScore(true);//2->3 工作预约完成
}
}
else if (triggerName == "低压工作票确认按钮")
{
steps[4].SetScore(true);//3->4 办理工作票完成
}
else if (triggerName == "现场按钮")
{
//检查是否穿戴
float tmp = 0;
tmp += (PacksackBagMgr.Instance.wearDic.ContainsKey("国网安全帽") ? 0.25f : 0);
tmp += (PacksackBagMgr.Instance.wearDic.ContainsKey("工作服") ? 0.25f : 0);
tmp += (PacksackBagMgr.Instance.wearDic.ContainsKey("绝缘手套") ? 0.25f : 0);
tmp += (PacksackBagMgr.Instance.wearDic.ContainsKey("绝缘靴") ? 0.25f : 0);
steps[5].SetScore(tmp);
//检查背包是否携带
string[] shoudleTools = new string[] { "剥线钳", "绝缘螺丝刀", "验电笔", "国网安全帽", "工作服", "绝缘手套", "绝缘靴", "工作证", "盒装封印", "采集器" };
float tmp2 = 1;
shoudleTools.ToList().ForEach(a =>
{
tmp2 -= (PacksackBagMgr.Instance.toolAndMaterialDic.ContainsKey(a) ? 0 : 0.1f);
});
steps[6].SetScore(Mathf.Clamp01(tmp2));
}
else if (triggerName == "工作证")
{
//与客户沟通
steps[7].SetScore(true);
}
else if (triggerName == "NPC负责人")
{
//班前会
steps[8].SetScore(true);
}
else if (triggerName == "验电笔+插座" || triggerName == "验电笔+柜门")
{
//记录验电顺序
TestPen3list.Add(triggerName);
}
else if (triggerName == "故障记录按钮")
{
//采集故障
steps[9].SetScore(isCheckE());
}
else if (triggerName == "采集器")
{
if (para.ToString() == "采集器完成重装")
{
reInstall = true;
}
}
else if (triggerName == "联系主站台按钮")
{
if (steps[9].isDone && para.ToString() == "异常分析完成" && reInstall)
{
steps[10].SetScore(true);
}
}
else if (triggerName == "柜门封印触发区域")
{
if (steps[10].isDone)
{
if (!device_Control.sundries.gameObject.activeInHierarchy && device_Control.door_screw.isInstall && !device_Control.door_seal.isCut)
{
steps[11].SetScore(true);//清理现场
}
}
}
}
/// <summary>
/// 检查三步验电
/// </summary>
/// <returns></returns>
private bool isCheckE()
{
int guimen = 0;
if (TestPen3list.Count >= 3)
{
for (int i = 0; i < TestPen3list.Count; i++)
{
if (i == 0)
{
if (TestPen3list[i] != "验电笔+插座")
break;
}
else
{
if (TestPen3list[i] == "验电笔+柜门")
{
guimen = i;
}
else
{
if (guimen != 0)
{
//三步验电完成
Debug.Log("三步验电正确");
return true;
}
}
}
}
}
return false;
}
/// <summary>
/// 开关验电
/// </summary>
/// <returns></returns>
private bool isInSwitchCheckE()
{
if (InSwitchCloseYDList.Contains("验电笔+in开关_螺丝1") && InSwitchCloseYDList.Contains("验电笔+in开关_螺丝2") && InSwitchCloseYDList.Contains("验电笔+in开关_螺丝2"))
{
return true;
}
else
{
return false;
}
}
/// <summary>
/// 判断拆接线顺序
/// </summary>
/// <returns></returns>
private bool IsUninstallJieXianCheckE()
{
if (currentunInstallJieXian.Count != unInstallJieXian.Count)
{
return false;
}
//一一比对
for (int i = 0; i < currentunInstallJieXian.Count; i++)
{
if (currentunInstallJieXian[i] != unInstallJieXian[i])
{
//不分上下螺丝
if (currentunInstallJieXian[i].Replace("up", "").Replace("down", "") != unInstallJieXian[i].Replace("up", "").Replace("down", ""))
return false;
}
}
return true;
}
/// <summary>
/// 判断安装接线顺序
/// </summary>
/// <returns></returns>
public bool IsInstallJieXianCheckE()
{
if (!currentInstallJieXian.Contains("电能表拆装螺丝1") || !currentInstallJieXian.Contains("电能表拆装螺丝2"))
return false;
if (currentInstallJieXian.Count < installJieXian.Count + 2)
{
return false;
}
//一一比对
string[] tmps = new string[currentInstallJieXian.Count];
currentInstallJieXian.CopyTo(tmps);
var tmplist = tmps.ToList();
tmplist.Remove("电能表拆装螺丝1");
tmplist.Remove("电能表拆装螺丝2");
for (int i = 0; i < tmplist.Count; i++)
{
//不分上下螺丝
if (tmplist[i].Replace("up", "").Replace("down", "") != installJieXian[i].Replace("up", "").Replace("down", ""))
return false;
}
return true;
}
public bool Check15()
{
//开关关了,盖子拧上了
if (device_Control.inSwitch.isOpen && installCover.Contains("电能表盖子固定螺丝1") && installCover.Contains("电能表盖子固定螺丝2"))
{
//无验电顺序
if (installTestJieXian.TrueForAll(a => currentInstallTestJieXian.Any(b => b.Replace("up", "").Replace("down", "") == a)))
{
return true;
}
}
return false;
}
/// <summary>
/// 保存场景的Buffer信息
/// </summary>
/// <exception cref="System.NotImplementedException"></exception>
public override string SaveSceneBufferList()
{
BufferTemp_6001 tmp = new BufferTemp_6001();
tmp.TestPen3list = TestPen3list;
tmp.InSwitchCloseYDList = InSwitchCloseYDList;
tmp.InSwitchOpenYDList = InSwitchOpenYDList;
tmp.currentunInstallJieXian = currentunInstallJieXian;
tmp.currentInstallJieXian = currentInstallJieXian;
tmp.installCover = installCover;
tmp.currentInstallTestJieXian = currentInstallTestJieXian;
string sceneInfo = JsonConvert.SerializeObject(tmp, Formatting.Indented);
return sceneInfo;
//throw new System.NotImplementedException();
}
/// <summary>
/// 加载场景的Buffer信息
/// </summary>
public override void LoadSceneBufferList(string sceneInfo)
{
BufferTemp_6001 tmp = new BufferTemp_6001();
tmp = JsonMapper.ToObject<BufferTemp_6001>(sceneInfo);
TestPen3list = tmp.TestPen3list;
InSwitchCloseYDList = tmp.InSwitchCloseYDList;
InSwitchOpenYDList = tmp.InSwitchOpenYDList;
currentunInstallJieXian = tmp.currentunInstallJieXian;
currentInstallJieXian = tmp.currentInstallJieXian;
installCover = tmp.installCover;
currentInstallTestJieXian = tmp.currentInstallTestJieXian;
//throw new System.NotImplementedException();
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,207 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 直接接入式电能计量装置 步骤状态设置
/// </summary>
public class StepState_6001 : StepState
{
/// <summary>
/// 现场场景中的特殊物体控制
/// </summary>
private Device_Control_6001 device_Control;
private void Awake()
{
steps.Add(1, E_SceneType.Office);//线损异常类型研判
steps.Add(2, E_SceneType.Office);//异常分析
steps.Add(3, E_SceneType.Office);//工作预约
steps.Add(4, E_SceneType.Office);//办理工作票
steps.Add(5, E_SceneType.ToolRoom);//正确着装
steps.Add(6, E_SceneType.ToolRoom);//选取工具
steps.Add(7, E_SceneType.Site);//与客户沟通
steps.Add(8, E_SceneType.Site);//班前会
steps.Add(9, E_SceneType.Site);//采集故障
steps.Add(10, E_SceneType.Site);//采集故障处理
steps.Add(11, E_SceneType.Site);//清理现场
}
public override void SetDeviceControl(Device_Control device_Control)
{
this.device_Control = (Device_Control_6001)device_Control;
}
/// <summary>
/// 从场景第一步会依次往下执行,直到指定步骤
/// </summary>
/// <param name="num"></param>
public override void SetStepState(int num, int lastNum)
{
Debug.Log("切换步骤" + num);
//删除手里的东西
LiveSceneManager.Instance?.OnCheckSubProcess();
if (num == 1)
{
//办公室场景首个步骤
//线损异常类型研判
GameManager.UIMgr.HidePanel<UI_ComputerSystemLoginPanel>();
GameManager.UIMgr.HidePanel<UI_ComputerSystemXSCXPanel>();
GameManager.UIMgr.HidePanel<UI_ComputerSystemXSLFXPanel>();
GameManager.UIMgr.HidePanel<UI_ComputerSystemSJCJJKPanel>();
GameManager.UIMgr.HidePanel<UI_ComputerSystemDBXXZXPanel>();
PacksackBagMgr.Instance.ClearAllData();
}
if (num == 2)
{
//异常分析
//未完成
OfficeManager.Instance.mobileController.downIndex = 0;
}
else if (num == 3)
{
//工作预约
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 4)
{
//办理工作票
OfficeManager.Instance.mobileController.downIndex = 2;
}
else if (num == 5)
{
//场景首个步骤
//正确着装
//清空背包
PacksackBagMgr.Instance.ClearAllToolAndDiveceAndMaterial();
TooRoomMannger.Instance.CheckWearByWearDic();
//完成第一步点击去工具间
if (num == lastNum)
{
E_SceneType curret = GameManager.RunModelMgr.SceneType;
GameManager.RunModelMgr.SceneType = E_SceneType.Office;
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID("工具间按钮", true) == 0)
{
Debug.Log("工具间按钮已自动点击");
}
GameManager.RunModelMgr.SceneType = curret;
}
}
else if (num == 6)
{
//选取工器具
//服装拿到背包
List<Tool_SelectComponent> items = ToolAndmaterialMgr.Instance.GetItemInfoByName(new List<string> { "国网安全帽", "工作服", "绝缘手套", "绝缘靴" });
items.ForEach(item =>
{
PacksackBagMgr.Instance.AddOneToolOrMater(item.itemInfo);
Destroy(item.gameObject);
//穿上
PacksackBagMgr.Instance.WearItemState(item.itemInfo, true);
});
}
else if (num == 7)
{
//场景首个步骤
//与客户沟通
//移动任务位置
LiveSceneManager.Instance.firstPersonController.transform.position = new Vector3(-43.02f, 1.07f, -90.08f);
LiveSceneManager.Instance.firstPersonController.transform.eulerAngles = new Vector3(0, -181.643f, 0);
//完成第一步点击去工具间
if (num == lastNum)
{
E_SceneType curret = GameManager.RunModelMgr.SceneType;
GameManager.RunModelMgr.SceneType = E_SceneType.ToolRoom;
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID("现场按钮", true) == 0)
{
Debug.Log("现场按钮已自动点击");
}
GameManager.RunModelMgr.SceneType = curret;
}
#region
//清空背包数据
PacksackBagMgr.Instance.ClearAllData();
//生成服装
List<ItemInfo> items = ToolAndmaterialMgr.Instance.CreateItemInfoByName(new List<string> { "国网安全帽", "工作服", "绝缘手套", "绝缘靴" });
//放入背包
items.ForEach(item =>
{
PacksackBagMgr.Instance.AddOneToolOrMater(item);
//穿上
PacksackBagMgr.Instance.WearItemState(item, true);
});
//生成工具
List<ItemInfo> items2 = ToolAndmaterialMgr.Instance.CreateItemInfoByName(new List<string> { "剥线钳", "绝缘螺丝刀", "验电笔", "国网安全帽", "工作服", "绝缘手套", "绝缘靴", "工作证", "盒装封印", "采集器" });
items2.ForEach(item =>
{
PacksackBagMgr.Instance.AddOneToolOrMater(item);
});
#endregion
//还原柜子
device_Control.Init();
//还原npc对话
GameObject.FindObjectsOfType<NPCController>().ToList().ForEach(a =>
{
a.speackIndex = 0;
a.spriteRenderer.gameObject.SetActive(true);
});
//关闭故障登记表
GameManager.UIMgr.HidePanel<UI_FaultRegistrationFormPanel>();
}
else if (num == 8)
{
//班前会
GameObject.FindObjectsOfType<NPCController>().ToList().Find(a => a.triggerName == "NPC客户").spriteRenderer.gameObject.SetActive(false);
}
else if (num == 9)
{
//采集故障
//移动任务位置
LiveSceneManager.Instance.firstPersonController.transform.position = new Vector3(-42.91014f, 0.8813875f, -99.69319f);
LiveSceneManager.Instance.firstPersonController.transform.eulerAngles = new Vector3(0, -180.343f, 0);
//还原npc负责人
GameObject.FindObjectsOfType<NPCController>().ToList().ForEach(a =>
{
if (a.triggerName == "NPC负责人")
a.speackIndex = 1;
a.spriteRenderer.gameObject.SetActive(false);
});
}
else if (num == 10)
{
//采集故障处理
//门开着
device_Control.cabinetDoor.SetState(true);
device_Control.door_screw.isInstall = false;
device_Control.door_screw.transform.localPosition = new Vector3(device_Control.door_screw.transform.localPosition.x, device_Control.door_screw.initPostionY - 0.03f, device_Control.door_screw.transform.localPosition.z);
device_Control.door_seal.isCut = true;
device_Control.door_seal.gameObject.SetActive(false);
}
else if (num == 11)
{
device_Control.collector.Init(true);
device_Control.sundries.gameObject.SetActive(true);
//清理现场
}
}
}

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@ -8,7 +8,7 @@ public class UI_ConnectStation : BasePanel
public string triggerName;
//bool reinstalled = false;
Device_Control_4001 dc = null;
Device_Control_6001 dc = null;
public override void ShowMe()
{
@ -17,7 +17,7 @@ public class UI_ConnectStation : BasePanel
//GameObject seal_2 = GameObject.Find("电能表封印2");
//ds = seal_2.GetComponent<Device_Seal>();
//ds.cutAction += HighlightBtn;
dc = FindObjectOfType<Device_Control_4001>();
dc = FindObjectOfType<Device_Control_6001>();
dc.collector.plug.onPlugToClose += HighlightBtn;
if (GameManager.RunModelMgr.ModeType == E_ModeType.Study)
{
@ -93,7 +93,7 @@ public class UI_ConnectStation : BasePanel
{
ScoreManager.instance.Check(triggerName, "采集故障处理完成");
}
Device_Control_4001 ds = (Device_Control_4001)FindObjectOfType<Device_Control>();
Device_Control_6001 ds = (Device_Control_6001)FindObjectOfType<Device_Control>();
ds.sundries.gameObject.SetActive(true);
}, 0);
});

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@ -0,0 +1,75 @@
<?xml version="1.0" encoding="UTF-8"?>
<TB_System id="10006" systemName="低压台区采集故障分析与消缺仿真" loadName="低压台区采集故障分析与消缺仿真" titleName="低压台区采集故障分析与消缺仿真">
<Subject id="6001" deviceTypeId="6001" schemeName="直接接入式电能计量装置" deviceMap="单相表" isFault="1" schemeDes="" ToolOrMaterilOrDevice="剥线钳,绝缘螺丝刀,验电笔,国网安全帽,工作服,绝缘手套,绝缘靴,工作证,盒装封印,采集器">
<Process id="" processName="系统诊断及人工研判" processDes="">
<Step id="" subProcessName="线损异常类型研判" isPrecondition="FALSE" precondition="" tipTitle="" tips="请在用电信息采集系统线损异常分析模块进行分析处理">
<operation id="" subProcessStepName="线损异常类型研判" isPrecondition="" precondition="Office" triggerID="电脑" tipTitle="请在用电信息采集系统线损异常分析模块进行分析处理" score=""></operation>
</Step>
<Step id="" subProcessName="异常分析" isPrecondition="FALSE" precondition="" tipTitle="" tips="请告知现场人员线损分析研判结果">
<operation id="" subProcessStepName="采集分析" isPrecondition="" precondition="Office" triggerID="手机" tipTitle="请点击桌面上的移动作业终端" score=""></operation>
</Step>
</Process >
<Process id="" processName="工作前准备" processDes="">
<Step id="" subProcessName="工作预约" isPrecondition="FALSE" precondition="" tipTitle="" tips="请电话联系客户">
<operation id="" subProcessStepName="工作预约" isPrecondition="" precondition="Office" triggerID="手机" tipTitle="请点击桌面上的移动作业终端" score=""></operation>
</Step>
<Step id="" subProcessName="办理工作票" isPrecondition="FALSE" precondition="" tipTitle="" tips="请选择合适的工作票,并正确填写">
<operation id="" subProcessStepName="选择正确工作票" isPrecondition="" precondition="Office" triggerID="工作票按钮,低压工作票确认按钮" tipTitle="请打开左边菜单点击工作票按钮" score=""></operation>
</Step>
<Step id="" subProcessName="正确着装" isPrecondition="FALSE" precondition="" tipTitle="" tips="请前往工具间,选取工作服、绝缘鞋、安全帽、手套,到梳妆镜面前进行换装">
<operation id="" subProcessStepName="前往工具间" isPrecondition="" precondition="Office" triggerID="工具间按钮" tipTitle="前往工具间" score=""></operation>
<operation id="" subProcessStepName="选择着装" isPrecondition="" precondition="ToolRoom" triggerID="国网安全帽,工作服,绝缘手套,绝缘靴" tipTitle="请按照提示点击正确的着装" score=""></operation>
<operation id="" subProcessStepName="正确着装" isPrecondition="" precondition="ToolRoom" triggerID="镜子,国网安全帽,工作服,绝缘手套,绝缘靴" tipTitle="请点击镜子,按顺序点击着装" score=""></operation>
</Step>
<Step id="" subProcessName="选取工器具" isPrecondition="FALSE" precondition="" tipTitle="" tips="请前往工具间,按照顺序选取剥线钳,绝缘螺丝刀,验电笔,工作证,盒装封印,采集器">
<operation id="" subProcessStepName="选取工器具" isPrecondition="" precondition="ToolRoom" triggerID="剥线钳,绝缘螺丝刀,验电笔,工作证,盒装封印,采集器" tipTitle="请按顺序点击正确工器具" score=""></operation>
</Step>
</Process>
<Process id="" processName="现场开工" processDes="">
<Step id="" subProcessName="与客户沟通" isPrecondition="FALSE" precondition="" tipTitle="" tips="请前往现场,出示工作牌,告知工作内容。">
<operation id="" subProcessStepName="前往现场" isPrecondition="" precondition="ToolRoom" triggerID="现场按钮" tipTitle="请前往现场" score=""></operation>
<operation id="" subProcessStepName="与客户沟通" isPrecondition="" precondition="Site" triggerID="NPC客户,背包按钮,工作证" tipTitle="请点击客户与之对话,打开背包,取出工作证展示" score=""></operation>
</Step>
<Step id="" subProcessName="班前会" isPrecondition="FALSE" precondition="" tipTitle="" tips="清前往现场,由工作负责人检查着装是否规范、个人防护用品是否合格齐备、人员精神状态是否良好">
<operation id="" subProcessStepName="班前会" isPrecondition="" precondition="Site" triggerID="NPC负责人" tipTitle="请点击工作负责人与之对话" score=""></operation>
</Step>
</Process>
<Process id="" processName="现场排查" processDes="">
<Step id="" subProcessName="采集故障" isPrecondition="FALSE" precondition="" tipTitle="" tips="请排查采集设备有无故障">
<operation id="" subProcessStepName="验电" isPrecondition="" precondition="Site" triggerID="背包按钮,验电笔,验电笔+插座,验电笔+柜门,验电笔+插座" tipTitle="请拿取验电笔进行验电操作" score=""></operation>
<operation id="" subProcessStepName="收回工具" isPrecondition="" precondition="Site" triggerID="收回工具" tipTitle="请收回工具" score=""></operation>
<operation id="" subProcessStepName="开柜门" isPrecondition="" precondition="Site" triggerID="背包按钮,剥线钳,柜门封印,收回工具,背包按钮,绝缘螺丝刀,柜门螺丝,柜门" tipTitle="请打开柜门" score=""></operation>
<operation id="" subProcessStepName="收回工具" isPrecondition="" precondition="Site" triggerID="收回工具" tipTitle="请收回工具" score=""></operation>
<operation id="" subProcessStepName="电能表核查" isPrecondition="" precondition="Site" triggerID="故障记录表按钮" tipTitle="请在对电能表进行核查,填写故障记录表" score=""></operation>
</Step>
</Process>
<Process id="" processName="异常处理" processDes="">
<Step id="" subProcessName="采集故障处理" isPrecondition="FALSE" precondition="" tipTitle="" tips="请按要求更换采集器">
<operation id="" subProcessStepName="模拟更换" isPrecondition="" precondition="Site" triggerID="采集器插头,采集器,背包按钮,背包设备按钮,采集器,采集器区域碰撞,采集器插头" tipTitle="请更换新采集器" score=""></operation>
<operation id="" subProcessStepName="联系主站台" isPrecondition="" precondition="Site" triggerID="联系主站台按钮" tipTitle="请填写任务单" score=""></operation>
</Step>
</Process>
<Process id="" processName="收工" processDes="">
<Step id="" subProcessName="清理现场" isPrecondition="FALSE" precondition="" tipTitle="" tips="请把工器具收回背包并清理现场">
<operation id="" subProcessStepName="清理现场" isPrecondition="" precondition="Site" triggerID="垃圾" tipTitle="请清理现场" score=""></operation>
<operation id="" subProcessStepName="锁柜门" isPrecondition="" precondition="Site" triggerID="柜门,背包按钮,绝缘螺丝刀,柜门螺丝" tipTitle="请锁上柜门" score=""></operation>
<operation id="" subProcessStepName="收回工具" isPrecondition="" precondition="Site" triggerID="收回工具" tipTitle="请收回工具" score=""></operation>
<operation id="" subProcessStepName="上封印" isPrecondition="" precondition="Site" triggerID="背包按钮,背包材料按钮,盒装封印,柜门封印触发区域" tipTitle="请加装柜门封印" score=""></operation>
</Step>
</Process>
</Subject>>
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