origin_10006_YanCheng_Metro.../Assets/Scripts/StepState_6001.cs

217 lines
7.7 KiB
C#

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();
TooRoomMannger.Instance.CreateTool();
//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 = TooRoomMannger.Instance.GetItemInfoByName(new List<string> { "国网安全帽", "工作服", "编织手套", "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", "编织手套", "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", "编织手套", "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>();
//还原采集器
device_Control.device_collectorTrigger.gameObject.SetActive(false);
device_Control.collector.gameObject.SetActive(true);
device_Control.collector.MoveToInstall();
device_Control.collector.gameObject.name = "原采集器";
device_Control.collector.plug.SetPlugState(true);
device_Control.collector.plug.SetPlugColliderState(true);
}
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
}
}
}