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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Threading.Tasks;
- using GameFramework.Event;
- using UnityEngine;
- using UnityEngine.Playables;
- using UnityEngine.Serialization;
- public enum Power_FaultQuestionType
- {
- select,
- trigger
- }
- public enum Power_FaultType
- {
- fused,
- UspGone,
- pl,
- dc,
- none,
- }
- public struct PowerStepItemTriggerData
- {
- public Power_FaultQuestionType questionType;
- public Power_FaultType faultType; //如果是选择题的话选择对应错误
- public UI_TriggerItemType item_1;
- public UI_TriggerItemType item_2;
- public float timeLineStart;
- public float timeLineEnd;
- }
- public class Power_FaultFixCtrl : MonoBehaviour
- {
- public PlayableDirector fused_TimeLine;
- public PlayableDirector UspGone_TimeLine;
- public PlayableDirector fault3_TimeLine;//新增故障
-
- //步骤统计
- private int currentStepIndex = 0;
- private Power_FaultType currentType = Power_FaultType.none;
- private List<PowerStepItemTriggerData> fusedStepList;
- private List<PowerStepItemTriggerData> uspGoneStepList;
- private List<PowerStepItemTriggerData> fault3StepList;
- private void Awake()
- {
- InitFusedStep();
- InitUsp_GoneStep();
- InitFault3Step();
- }
- private void Start()
- {
- GameMain.Event.Subscribe(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone);
- GameMain.Event.Subscribe(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem);
- GameMain.Event.Subscribe(Power_FaultStartEvent.EventId, OnGetPower_FaultStart);
- }
- private void OnDestroy()
- {
- if (GameMain.Event.Check(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone))
- {
- GameMain.Event.Unsubscribe(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone);
- }
- if (GameMain.Event.Check(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem))
- {
- GameMain.Event.Unsubscribe(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem);
- }
- if (GameMain.Event.Check(Power_FaultStartEvent.EventId, OnGetPower_FaultStart))
- {
- GameMain.Event.Unsubscribe(Power_FaultStartEvent.EventId, OnGetPower_FaultStart);
- }
- }
-
- private void InitFusedStep()
- {
- fusedStepList = new List<PowerStepItemTriggerData>();
- //1 选择更换保险丝
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.select,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.none,
- item_2 = UI_TriggerItemType.none,
- timeLineStart = 11,
- timeLineEnd = -1
- });
- //2 合成手套
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.hand,
- item_2 = UI_TriggerItemType.gloves,
- timeLineStart = 11,
- timeLineEnd = -1
- });
- //3 关闸
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.powerSwitch,
- timeLineStart = 20,
- timeLineEnd = 25
- });
- //4 取出保险丝
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.fuse,
- timeLineStart = 34,
- timeLineEnd = 40
- });
- //5 插入保险丝
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.fuse,
- item_2 = UI_TriggerItemType.fusePos,
- timeLineStart = 40,
- timeLineEnd = 44
- });
- //6 开闸
- fusedStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.fused,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.powerSwitch,
- timeLineStart = 46,
- timeLineEnd = 50
- });
- }
- private void InitUsp_GoneStep()
- {
- uspGoneStepList = new List<PowerStepItemTriggerData>();
- //1 选择更换蓄电池
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.select,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.none,
- item_2 = UI_TriggerItemType.none,
- timeLineStart = 12,
- timeLineEnd = -1
- });
- //2 合成手套
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.hand,
- item_2 = UI_TriggerItemType.gloves,
- timeLineStart = 12,
- timeLineEnd = -1
- });
- //3 关闸
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.powerSwitch,
- timeLineStart = 21,
- timeLineEnd = 25
- });
- //4 拧螺丝
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.screwdriver,
- item_2 = UI_TriggerItemType.battery,
- timeLineStart = 33,
- timeLineEnd = 36
- });
- //5 取走电源
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.battery,
- timeLineStart = 36,
- timeLineEnd = 38
- });
- //6 换上新电源
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.battery,
- item_2 = UI_TriggerItemType.batteryPos,
- timeLineStart = 39,
- timeLineEnd = 42
- });
- //7 拧螺丝
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.screwdriver,
- item_2 = UI_TriggerItemType.battery,
- timeLineStart = 42,
- timeLineEnd = 46
- });
- //8 开闸
- uspGoneStepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.UspGone,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.powerSwitch,
- timeLineStart = 48,
- timeLineEnd = 52
- });
- }
- //错误修复3
- private void InitFault3Step()
- {
- fault3StepList = new List<PowerStepItemTriggerData>();
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.select,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.none,
- item_2 = UI_TriggerItemType.none,
- timeLineStart = 6,
- timeLineEnd = -1
- });
-
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.hand,
- item_2 = UI_TriggerItemType.gloves,
- timeLineStart = 6,
- timeLineEnd = -1
- });
-
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.fuse,
- timeLineStart = 14,
- timeLineEnd = 18
- });
-
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.fuse,
- item_2 = UI_TriggerItemType.fusePos,
- timeLineStart = 22,
- timeLineEnd = 25
- });
-
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.powerSwitch,
- timeLineStart = 33,
- timeLineEnd = 35
- });
-
- fault3StepList.Add(new PowerStepItemTriggerData()
- {
- questionType = Power_FaultQuestionType.trigger,
- faultType = Power_FaultType.dc,
- item_1 = UI_TriggerItemType.handWithGloves,
- item_2 = UI_TriggerItemType.battery,
- timeLineStart = 40,
- timeLineEnd = 42
- });
- }
- private void ReSetFaultFix()
- {
- currentStepIndex = 0;
- if (currentType == Power_FaultType.fused)
- {
- fused_TimeLine.Stop();
- fused_TimeLine.time = fusedStepList[0].timeLineStart;
- }
- if (currentType == Power_FaultType.UspGone)
- {
- UspGone_TimeLine.Stop();
- UspGone_TimeLine.time = uspGoneStepList[0].timeLineStart;
- }
-
- if (currentType == Power_FaultType.dc)
- {
- fault3_TimeLine.Stop();
- fault3_TimeLine.time = fault3StepList[0].timeLineStart;
- }
- }
- private async void OnGetPower_FaultStart(object sender, GameEventArgs e)
- {
- Power_FaultStartEvent args = (Power_FaultStartEvent)e;
- if (args.type == Power_FaultType.fused && currentType != Power_FaultType.fused)
- {
- currentType = Power_FaultType.fused;
- currentStepIndex = 0;
- UspGone_TimeLine.Stop();
- UspGone_TimeLine.gameObject.SetActive(false);
- fault3_TimeLine.Stop();
- fault3_TimeLine.gameObject.SetActive(false);
-
- fused_TimeLine.gameObject.SetActive(true);
- fused_TimeLine.time = fusedStepList[0].timeLineStart;
- fused_TimeLine.Play();
- await Task.Delay(50);
- fused_TimeLine.Pause();
- GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
- }
- if (args.type == Power_FaultType.UspGone && currentType != Power_FaultType.UspGone)
- {
- currentType = Power_FaultType.UspGone;
- currentStepIndex = 0;
- fused_TimeLine.Stop();
- fused_TimeLine.gameObject.SetActive(false);
- fault3_TimeLine.Stop();
- fault3_TimeLine.gameObject.SetActive(false);
-
- UspGone_TimeLine.gameObject.SetActive(true);
- UspGone_TimeLine.time = uspGoneStepList[0].timeLineStart;
- UspGone_TimeLine.Play();
- await Task.Delay(50);
- UspGone_TimeLine.Pause();
- GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
- }
-
- if (args.type == Power_FaultType.dc && currentType != Power_FaultType.dc)
- {
- currentType = Power_FaultType.dc;
- currentStepIndex = 0;
- fused_TimeLine.Stop();
- fused_TimeLine.gameObject.SetActive(false);
- UspGone_TimeLine.Stop();
- UspGone_TimeLine.gameObject.SetActive(false);
-
- fault3_TimeLine.gameObject.SetActive(true);
- fault3_TimeLine.time = fault3StepList[0].timeLineStart;
- fault3_TimeLine.Play();
- await Task.Delay(50);
- fault3_TimeLine.Pause();
- GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
- }
- }
- private async void OnGetUI_ItemMoveDone(object sender, GameEventArgs e)
- {
- List<PowerStepItemTriggerData> currentList = null;
- int stepCount = -1;
- PlayableDirector currentPlayableDirector = null;
- switch (currentType)
- {
- case Power_FaultType.fused:
- currentList = fusedStepList;
- stepCount = currentList.Count;
- currentPlayableDirector = fused_TimeLine;
- break;
- case Power_FaultType.UspGone:
- currentList = uspGoneStepList;
- stepCount = currentList.Count;
- currentPlayableDirector = UspGone_TimeLine;
- break;
- case Power_FaultType.dc:
- currentList = fault3StepList;
- stepCount = fault3StepList.Count;
- currentPlayableDirector = fault3_TimeLine;
- break;
- }
- Debug.Log(stepCount+" "+currentList.Count);
- if (currentList[currentStepIndex].questionType == Power_FaultQuestionType.trigger)
- {
- UI_ItemMoveDoneEvent args = (UI_ItemMoveDoneEvent)e;
- Debug.Log(
- $"{args.item_1}:{args.item_2} {currentList[currentStepIndex].item_1}:{currentList[currentStepIndex].item_2}");
- bool pass = false;
- if (args.item_1 == currentList[currentStepIndex].item_1)
- {
- if (args.item_2 == currentList[currentStepIndex].item_2)
- {
- pass = true;
- }
- }
- else if (args.item_2 == currentList[currentStepIndex].item_1)
- {
- if (args.item_1 == currentList[currentStepIndex].item_2)
- {
- pass = true;
- }
- }
- if (pass)
- {
- if (currentList[currentStepIndex].timeLineEnd != -1)
- {
- currentPlayableDirector.Play();
- await Task.Delay((int)(currentList[currentStepIndex].timeLineEnd -
- currentList[currentStepIndex].timeLineStart) * 1000);
- currentPlayableDirector.Pause();
- }
- currentStepIndex++;
- if (currentStepIndex >= stepCount)
- {
- GameMain.Event.Fire(this, IT_TrainStudyDoneEvent.Create());
- }
- else
- {
- //todo nextStep
- currentPlayableDirector.time = currentList[currentStepIndex].timeLineStart;
- currentPlayableDirector.Play();
- await Task.Delay(50);
- currentPlayableDirector.Pause();
- Debug.Log($"{stepCount} {currentStepIndex}");
- GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
- }
- }
- }
- }
-
- private async void OnGetSelectFaultItem(object sender, GameEventArgs e)
- {
- List<PowerStepItemTriggerData> currentList = null;
- int stepCount = -1;
- PlayableDirector currentPlayableDirector=null;
- switch (currentType)
- {
- case Power_FaultType.fused:
- currentList = fusedStepList;
- stepCount = currentList.Count;
- currentPlayableDirector = fused_TimeLine;
- break;
- case Power_FaultType.UspGone:
- currentList = uspGoneStepList;
- stepCount = currentList.Count;
- currentPlayableDirector = UspGone_TimeLine;
- break;
- case Power_FaultType.dc:
- currentList = fault3StepList;
- stepCount = fault3StepList.Count;
- currentPlayableDirector = fault3_TimeLine;
- break;
- }
-
- if (currentList[currentStepIndex].questionType == Power_FaultQuestionType.select)
- {
- Power_SelectFaultItemEvent args = (Power_SelectFaultItemEvent)e;
- if (args.faultType == currentList[currentStepIndex].faultType)
- {
- if (currentList[currentStepIndex].timeLineEnd != -1)
- {
- currentPlayableDirector.Play();
- await Task.Delay((int)(currentList[currentStepIndex].timeLineEnd-currentList[currentStepIndex].timeLineStart)*1000);
- currentPlayableDirector.Pause();
- }
- currentStepIndex++;
- if (currentStepIndex >= stepCount)
- {
- //todo 完成
- }
- else
- {
- //todo nextStep
- currentPlayableDirector.time = currentList[currentStepIndex].timeLineStart;
- currentPlayableDirector.Play();
- await Task.Delay(50);
- currentPlayableDirector.Pause();
- Debug.Log($"{currentType} {currentStepIndex}");
- GameMain.Event.Fire(this,Power_FaultNextEvent.Create(currentType,currentStepIndex));
- }
- }
- }
- }
- }
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