CultivationOfBrewing-2/Assets/Scripts/CXX/StepState/2002/StepState_2002.cs

373 lines
14 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_2002 : StepState
{
/// <summary>
/// 现场场景中的特殊物体控制
/// </summary>
private Device_Control_2002 device_Control;
private void Awake()
{
steps.Add(1, E_SceneType.Office);
steps.Add(2, E_SceneType.Office);
}
public override void SetDeviceControl(Device_Control device_Control)
{
this.device_Control = (Device_Control_2002)device_Control;
}
public override void SetOrigonFaultOption()
{
}
/// <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
//查看任务单
OfficeManager.Instance.mobileController.downIndex = 0;
PacksackBagMgr.Instance.ClearAllData();
GameManager.Instance.ClearTicketsInfo();//HQB 清空工作票
}
else if (num == 2)
{
//工作预约
OfficeManager.Instance.mobileController.downIndex = 1;
}
else if (num == 3)
{
//办理工作票
OfficeManager.Instance.mobileController.downIndex = 2;
}
else if (num == 4)
{
//填写装拆工单
}
else if (num == 5)
{
//场景首个步骤
//正确着装
TooRoomMannger.Instance.SetFirstPersonTransform(new Vector3(8.268f, 1.01f, 4.011f), new Vector3(0, 180, 0));
TooRoomMannger.Instance.cabinetController.Init();
//清空背包
TooRoomMannger.Instance.CreateTool();
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
TooRoomMannger.Instance.SetFirstPersonTransform(new Vector3(2.2f, 1.01f, 4.011f), new Vector3(0, 180, 0));
//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","护目镜" });
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.SetFirstPersonTransform(new Vector3(-43.02f, 1.07f, -90.08f), 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", "护目镜" });
////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", "工作证", "盒装封印", "绝缘胶带", "三相四线费控智能电能表","围栏", "工作牌_从此进出", "工作牌_在此工作" });
items2.ForEach(item =>
{
PacksackBagMgr.Instance.AddOneToolOrMater(item);
});
#endregion
//还原柜子
device_Control.Init();
//还原npc对话
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().Init();
}
else if (num == 8)
{
//班前会
//与客户沟通结束
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().custom.spriteRenderer.gameObject.SetActive(false);
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().customIndex = 1;
}
else if (num == 9)
{
//三步验电
//移动任务位置
LiveSceneManager.Instance.SetFirstPersonTransform(new Vector3(-42.91014f, 0.8813875f, -99.69319f), new Vector3(0, -180.343f, 0));
//班前会结束
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().header.spriteRenderer.gameObject.SetActive(false);
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().headTalkIndex = 1;
//围栏生成
device_Control.trigger_weiLans.ForEach(trigger =>
{
GameObject weilan = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Objects/Tools/围栏"));
Tool_Fence fence = weilan.GetComponent<Tool_Fence>();
fence.SetInstallState(trigger, isinstalled =>
{
if (isinstalled)
{
device_Control.tool_Fences.Add(fence);
}
else
{
device_Control.tool_Fences.Remove(fence);
}
});
});
//生成工作牌
if (device_Control.current_workCard_InAndOut == null)
{
GameObject workinout = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Objects/Tools/工作牌_从此进出"));
device_Control.current_workCard_InAndOut = workinout.transform.GetComponent<Tool_WorkCard_InAndOut>();
device_Control.current_workCard_InAndOut.SetInstallState(device_Control.workCard_从此进出_trigger);
}
if (device_Control.current_workCard_Workthere == null)
{
GameObject workthere = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Objects/Tools/工作牌_在此工作"));
device_Control.current_workCard_Workthere = workthere.transform.GetComponent<Tool_WorkCard_workthere>();
device_Control.current_workCard_Workthere.SetInstallState(device_Control.workCard_在此工作_trigger);
}
}
else if (num == 10)
{
//接线检查并断开电源验电
//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);
device_Control.door_cover.SetState(true);
//盖子拆下来
device_Control.meteringDevice.CoverUnstallState();
//封印拆掉
device_Control.meteringDevice.CoverSealUninstallState();
}
else if (num == 11)
{
//核对和抄录计量设备信息
//电源断开了
device_Control.inSwitch.CloseState();
device_Control.outSwitch.CloseState();
device_Control.p2Switch.CloseState();
//刷新带电状态
device_Control.CheckHasElectricity();
//npc断电聊天
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().customIndex = 2;
}
else if (num == 12)
{
//拆除电能计量装置
//铭牌已读取
device_Control.meteringDevice.namePlate.isChecked = true;
}
else if (num == 13)
{
//安装电能表
//拆除电能表
DestroyImmediate(device_Control.meteringDevice.gameObject);
device_Control.meteringDevice = null;
//杂物显示
device_Control.sundries.gameObject.SetActive(true);
//电能表接线取下了
device_Control.jieXian_lines.ForEach(line =>
{
line.SetConenctState(false);
});
//集线器的线取下来了
device_Control.collect_lines.ForEach(line =>
{
line.SetConenctState(false);
});
//刷新带电状态
device_Control.CheckHasElectricity();
}
else if (num == 14)
{
//现场通电及检查
//电能表安装了
if (device_Control.meteringDevice == null)
{
device_Control.meteringDevice = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Objects/Tools/三相四线费控智能电能表")).GetComponent<Device_3Phase4WireMeter>();
device_Control.meteringDevice.cover.openLocalPos = new Vector3(0.295f, 0.121f, -0.067f);
device_Control.meteringDevice.transform.GetComponent<BoxCollider>().enabled = false;
device_Control.meteringDevice.SetAddState(device_Control.dianTrigger, new Vector3(-0.02999878f, -0.028f, 0.168f));
device_Control.meteringDevice.screemControl.ShowPanel(new List<ScreenType> { ScreenType., ScreenType., ScreenType., ScreenType. });
//接线关联螺丝
device_Control.SetLineScrew();
//添加螺丝拆装回调
device_Control.meteringDevice.jieXian_screws.ForEach(screw =>
{
screw.AddinstallAction(isinstalled =>
{
//刷新带电状态
device_Control.CheckHasElectricity();
});
//改变验电角度
screw.TestPenAng = screw.installPos.localEulerAngles + new Vector3(0, 180, 0); ;
});
//固定螺丝回调
device_Control.meteringDevice.fix_screw_left.AddinstallAction(isinstall => { device_Control.Check电能表TriggerShow(); });
device_Control.meteringDevice.fix_screw_right.AddinstallAction(isinstall => { device_Control.Check电能表TriggerShow(); });
//固定螺丝拧上
device_Control.meteringDevice.FixScrewInstall();
//接线螺丝拧上
device_Control.meteringDevice.JieXianScrewInstallState();
}
//隔离板盖上
device_Control.meteringDevice.isolationBoard.SetState(false);
//电能表接线连上了
device_Control.jieXian_lines.ForEach(line =>
{
line.SetConenctState(true);
});
//采集器线连上了
device_Control.collect_lines.ForEach(line =>
{
line.SetConenctState(true);
});
//刷新带电状态
device_Control.CheckHasElectricity();
}
else if (num == 15)
{
//实施封印
//开关打开了
device_Control.inSwitch.OpenState();
device_Control.outSwitch.OpenState();
device_Control.p2Switch.OpenState();
//刷新带电状态
device_Control.CheckHasElectricity();
//盖子盖上
device_Control.meteringDevice.CoverInstallState();
}
else if (num == 16)
{
//清理现场
device_Control.meteringDevice.cover.cover_seal_Left.Install();
device_Control.meteringDevice.cover.cover_seal_Right.Install();
}
else if (num == 17)
{
//现场完工
//还原柜门
device_Control.sundries.gameObject.SetActive(false);
device_Control.cabinetDoor.SetState(false);
device_Control.door_cover.SetState(false);
device_Control.door_screw.isInstall = true;
device_Control.door_screw.transform.localPosition = new Vector3(device_Control.door_screw.transform.localPosition.x, device_Control.door_screw.initPostionY, device_Control.door_screw.transform.localPosition.z);
device_Control.door_seal.isCut = false;
device_Control.door_seal.gameObject.SetActive(true);
//删除围栏
device_Control.tool_Fences.ForEach(fence =>
{
DestroyImmediate(fence.gameObject);
});
device_Control.tool_Fences.Clear();
//删除工作牌
if (device_Control.current_workCard_InAndOut != null)
{
DestroyImmediate(device_Control.current_workCard_InAndOut.gameObject);
device_Control.current_workCard_InAndOut = null;
}
if (device_Control.current_workCard_Workthere != null)
{
DestroyImmediate(device_Control.current_workCard_Workthere.gameObject);
device_Control.current_workCard_Workthere = null;
}
}
else if (num == 18)
{
//工作票终结
//客户完工
LiveSceneManager.Instance.transform.GetComponent<NPC_Attach10002_2002>().customIndex = 3;
}
}
}