using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Xml; using System.IO; using System.Linq; public class FaultManager : BaseManager { public List Faults = new List(); public FaultOptions originalFaultOptions = new FaultOptions(); public FaultOptions selectedFaultOptions = new FaultOptions(); public List selectedFaultsInReg = new List(); /// /// 选中的故障 /// /// public void InitFaults(List SelectedFaults) { //设置所有故障 StepStateControl.instance.GetStepstate(GameManager.RunModelMgr.schemeID).SetOrigonFaultOption(); if (Faults.Count > 0) Faults.Clear(); Faults = new List(SelectedFaults); selectedFaultOptions = originalFaultOptions.GetSelectedFaultOptions(Faults); } public List FaultOptionsToStringList(FaultOptions faultOptions) { List faultList = new List(); string dev = faultOptions.FaultDeviceShow?faultOptions.FaultDevice:""; string fauTy = ""; foreach (var item in faultOptions.dataFaultType) { fauTy = faultOptions.FaultTypeShow?item.name:""; string fauL1 = ""; foreach (var item1 in item.dataFaultSituationL1) { fauL1 = faultOptions.FaultSituationL1Show?item1.name:""; string fauL2 = ""; foreach (var item2 in item1.dataFaultSituationL2) { fauL2 = faultOptions.FaultSituationL2Show?item2.L2name:""; string genInfo = dev; if(!genInfo.Equals("")) genInfo += "_"; genInfo += fauTy; if (!genInfo.Equals("")) genInfo += "_"; genInfo += fauL1; if (!genInfo.Equals("")) genInfo += "_"; genInfo += fauL2; faultList.Add(genInfo); } } } return faultList; } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } }