305 lines
8.7 KiB
C#
305 lines
8.7 KiB
C#
using DefaultNamespace.ProcessMode;
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using Framework.Manager;
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using HighlightPlus;
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using System.Collections;
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using System.Collections.Generic;
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using DefaultNamespace;
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using MotionFramework;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using static InterfaceManager;
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public class CheckGoods : MonoBehaviour
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{
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[Header("物资_品类一致")] public GameObject objPLGood;
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[Header("物资_品类不一致")] public GameObject objPLBad;
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[Header("物资_厂家一致")] public GameObject objCJGood;
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[Header("物资_厂家不一致")] public GameObject objCJBad;
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[Header("物资_好")] public GameObject objGood;
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[Header("物资_坏")] public GameObject objBad;
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[Header("坏物资组")] public List<GameObject> objBadlist;
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//指向箭头
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[Header("UI_指向箭头")] public GameObject arrowObj;
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//指向箭头
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[Header("UI_指向箭头")] public GameObject arrowObj2;
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//界面
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public GameObject UI;
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/// <summary>
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/// 标牌
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/// </summary>
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[Header("UI_标牌")] public Transform scutcheon;
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/// <summary>
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/// 标牌2
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/// </summary>
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[Header("UI_标牌")] public Transform scutcheon2;
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/// <summary>
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/// 一致品类UI高度
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/// </summary>
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public float PosYGood;
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/// <summary>
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/// 不一致品类UI高度
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/// </summary>
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public float PosYBad;
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/// <summary>
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/// 物资_品类一致
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/// </summary>
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public Toggle TogPLGood, TogPLBad;
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/// <summary>
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/// 物资_品类一致
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/// </summary>
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public Transform HighlightObjTogPLGood, HighlightObjTogPLBad;
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/// <summary>
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/// 物资_厂家一致
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/// </summary>
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public Toggle TogCJGood, TogCJBad;
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/// <summary>
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/// 物资_厂家一致
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/// </summary>
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public Transform HighlightObjTogCJGood, HighlightObjTogCJBad;
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/// <summary>
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/// 物资_好
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/// </summary>
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public Toggle TogGood, TogBad;
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/// <summary>
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/// 物资_好
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/// </summary>
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public Transform HighlightObjTogGood, HighlightObjTogBad;
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/// <summary>
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/// 关闭按钮
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/// </summary>
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public Button btnClose;
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public Button btnClose1;
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/// <summary>
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///
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/// </summary>
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public Button btnOpen;
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/// <summary>
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/// 是否完成检查
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/// </summary>
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public bool isCheckCompleted;
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/// <summary>
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/// 物品的BoxCollider
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/// </summary>
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private BoxCollider boxCollider;
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/// <summary>
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/// 是否码放完毕
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/// </summary>
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public bool IsTask;
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/// <summary>
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/// 厂家
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/// </summary>
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public Text Manufacturer;
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/// <summary>
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/// 高亮插件
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/// </summary>
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public HighlightEffect highlightEffect;
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public GameObject plane1;
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public GameObject plane2;
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public Toggle tog1;
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public Toggle tog2;
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// Start is called before the first frame update
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// void Start()
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// {
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// Init();
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// }
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public void Init()
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{
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// //物资品类是否一致
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// objPLGood.SetActive(true); //一致
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// objPLBad.SetActive(false); //不一致
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// //物资厂家是否一致
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// objCJGood.SetActive(true); //一致
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// objCJBad.SetActive(false); //不一致
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// //物资是否好
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// objGood.SetActive(true); //好
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// objBad.SetActive(false); //坏
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boxCollider = GetComponent<BoxCollider>();
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highlightEffect = GetComponent<HighlightEffect>();
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if (boxCollider != null)
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boxCollider.enabled = false;
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//检查外观
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//标牌高度调节
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if (MotionEngine.GetModule<GlobalDataStorage>().ExamName == "领用出库")
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{
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UI = plane2;
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}
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//scutcheon.transform.localPosition = new Vector3(0, PosYGood, 0);
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// if (objPLGood.activeSelf)
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// scutcheon.transform.localPosition = new Vector3(0, PosYGood, 0);
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// else if (objPLBad.activeSelf)
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// scutcheon.transform.localPosition = new Vector3(0, PosYBad, 0);
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LookTrans.Instance.TransAddTransform(UI.transform.parent);
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if (scutcheon2 != null)
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{
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LookTrans.Instance.TransAddTransform(scutcheon2);
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}
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btnOpen.onClick.AddListener(() =>
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{
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UI.SetActive(true);
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arrowObj.SetActive(false);
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});
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btnClose.onClick.AddListener(() =>
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{
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List<string> list = new List<string>();
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//list.Add(TogPLGood.isOn.ToString());
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//list.Add(TogPLBad.isOn.ToString());
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//MotionEngine.GetModule<ProcessManager>().HandleClick(list);
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UI.SetActive(false);
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isCheckCompleted = true;
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ModerController.Instance.CheckGoodsCheckCompleted();
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HighlightObjTogPLGood.gameObject.SetActive(false);
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HighlightObjTogPLBad.gameObject.SetActive(false);
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HighlightObjTogCJGood.gameObject.SetActive(false);
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HighlightObjTogCJBad.gameObject.SetActive(false);
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HighlightObjTogGood.gameObject.SetActive(false);
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HighlightObjTogBad.gameObject.SetActive(false);
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});
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if (btnClose1 != null)
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{
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btnClose1.onClick.AddListener(() =>
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{
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List<string> list = new List<string>();
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list.Add(tog1.isOn.ToString());
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list.Add(tog2.isOn.ToString());
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if (MotionEngine.GetModule<ProcessManager>().HandleClick(list))
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{
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UI.SetActive(false);
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isCheckCompleted = true;
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TutorialGuideManager.Instance.NextGuideIn();
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}
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});
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}
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}
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/// <summary>
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/// 完成上架
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/// </summary>
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public void OnShelve()
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{
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scutcheon.gameObject.SetActive(false);
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if (boxCollider != null)
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boxCollider.enabled = true;
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gameObject.SetActive(false);
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}
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/// <summary>
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/// 外部调用,电力电缆使用
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/// </summary>
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public void CheckOut()
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{
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ModerController.Instance.CheckGoodsCheckCompleted();
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}
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private void OnMouseDown()
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{
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//鼠标在UI上return
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if (EventSystem.current.IsPointerOverGameObject())
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return;
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transform.localEulerAngles = transform.localEulerAngles + new Vector3(0, 90, 0);
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IsTask = !IsTask;
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highlightEffect.SetHighlighted(!IsTask);
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}
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//物资码放完毕
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public void OnGoodsCode()
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{
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if (boxCollider != null)
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boxCollider.enabled = false;
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}
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/// <summary>
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/// 品类一致
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/// </summary>
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/// <param name="_name"></param>
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public void PLCJ(string pl, string cj, string obj)
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{
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if (pl == "一致")
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{
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objPLGood.SetActive(true);
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objPLBad.SetActive(false);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogPLGood.gameObject.SetActive(true);
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}
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}
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else
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{
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objPLGood.SetActive(false);
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objPLBad.SetActive(true);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogPLBad.gameObject.SetActive(true);
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}
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}
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if (cj == "一致")
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{
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objCJGood.SetActive(true);
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objCJBad.SetActive(false);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogCJGood.gameObject.SetActive(true);
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}
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}
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else
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{
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objCJGood.SetActive(false);
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objCJBad.SetActive(true);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogCJBad.gameObject.SetActive(true);
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}
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}
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if (obj == "完好")
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{
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objGood.SetActive(true);
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objBad.SetActive(false);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogGood.gameObject.SetActive(true);
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}
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}
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else
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{
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// objGood.SetActive(false);
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// objBad.SetActive(true);
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if (MotionFramework.MotionEngine.GetModule<ProcessManager>()._currentMode == ProcessMode.教学模式 && TutorialGuideManager.Instance)
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{
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HighlightObjTogBad.gameObject.SetActive(true);
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}
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}
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}
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} |