using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; /// /// 直接接入式电能计量装置 步骤状态设置 /// public class StepState_7002 : StepState { /// /// 现场场景中的特殊物体控制 /// private Device_Control_2002 device_Control; private void Awake() { steps.Add(1, E_SceneType.Office); steps.Add(2, E_SceneType.Office); steps.Add(3, E_SceneType.Office); steps.Add(4, E_SceneType.Site); steps.Add(5, E_SceneType.Site); steps.Add(6, E_SceneType.Site); steps.Add(7, E_SceneType.Site); steps.Add(8, E_SceneType.Site); } public override void SetDeviceControl(Device_Control device_Control) { this.device_Control = (Device_Control_2002)device_Control; } /// /// 从场景第一步会依次往下执行,直到指定步骤 /// /// public override void SetStepState(int num, int lastNum) { Debug.Log("切换步骤" + num); //删除手里的东西 if (LiveSceneManager.Instance != null) LiveSceneManager.Instance.OnCheckSubProcess(); Score_7002.process = num - 1; if (num == 1) { //办公室场景首个步骤 //查看任务单 //OfficeManager.Instance.mobileController.downIndex = 0; PacksackBagMgr.Instance.ClearAllData(); OfficeManager.Instance.mobileController.downIndex = 0; OfficeManager.Instance.mobileAttch10007.index = 0; Score_7002.cdzIndex = 0; } else if (num == 2) { OfficeManager.Instance.mobileController.downIndex = 2; OfficeManager.Instance.mobileAttch10007.index = 1; Score_7002.cdzIndex = 0; } else if (num == 3) { Score_7002.cdzIndex = 0; } else if (num == 4) { Score_7002.cdzIndex = 0; Player10007_7002.Instance.moveNum = 0; } else if (num == 5) { Score_7002.cdzIndex = 0; Player10007_7002.Instance.moveNum = 500; } else if (num == 6) { Score_7002.cdzIndex = 1; } else if (num == 7) { Score_7002.cdzIndex = 2; } else if (num == 8) { GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID("撤离现场", true); } } }