Power_FaultFixCtrl.cs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507
  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Threading.Tasks;
  5. using GameFramework.Event;
  6. using UnityEngine;
  7. using UnityEngine.Playables;
  8. using UnityEngine.Serialization;
  9. public enum Power_FaultQuestionType
  10. {
  11. select,
  12. trigger
  13. }
  14. public enum Power_FaultType
  15. {
  16. fused,
  17. UspGone,
  18. pl,
  19. dc,
  20. none,
  21. }
  22. public struct PowerStepItemTriggerData
  23. {
  24. public Power_FaultQuestionType questionType;
  25. public Power_FaultType faultType; //如果是选择题的话选择对应错误
  26. public UI_TriggerItemType item_1;
  27. public UI_TriggerItemType item_2;
  28. public float timeLineStart;
  29. public float timeLineEnd;
  30. }
  31. public class Power_FaultFixCtrl : MonoBehaviour
  32. {
  33. public PlayableDirector fused_TimeLine;
  34. public PlayableDirector UspGone_TimeLine;
  35. public PlayableDirector fault3_TimeLine;//新增故障
  36. //步骤统计
  37. private int currentStepIndex = 0;
  38. private Power_FaultType currentType = Power_FaultType.none;
  39. private List<PowerStepItemTriggerData> fusedStepList;
  40. private List<PowerStepItemTriggerData> uspGoneStepList;
  41. private List<PowerStepItemTriggerData> fault3StepList;
  42. private void Awake()
  43. {
  44. InitFusedStep();
  45. InitUsp_GoneStep();
  46. InitFault3Step();
  47. }
  48. private void Start()
  49. {
  50. GameMain.Event.Subscribe(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone);
  51. GameMain.Event.Subscribe(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem);
  52. GameMain.Event.Subscribe(Power_FaultStartEvent.EventId, OnGetPower_FaultStart);
  53. }
  54. private void OnDestroy()
  55. {
  56. if (GameMain.Event.Check(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone))
  57. {
  58. GameMain.Event.Unsubscribe(UI_ItemMoveDoneEvent.EventId, OnGetUI_ItemMoveDone);
  59. }
  60. if (GameMain.Event.Check(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem))
  61. {
  62. GameMain.Event.Unsubscribe(Power_SelectFaultItemEvent.EventId, OnGetSelectFaultItem);
  63. }
  64. if (GameMain.Event.Check(Power_FaultStartEvent.EventId, OnGetPower_FaultStart))
  65. {
  66. GameMain.Event.Unsubscribe(Power_FaultStartEvent.EventId, OnGetPower_FaultStart);
  67. }
  68. }
  69. private void InitFusedStep()
  70. {
  71. fusedStepList = new List<PowerStepItemTriggerData>();
  72. //1 选择更换保险丝
  73. fusedStepList.Add(new PowerStepItemTriggerData()
  74. {
  75. questionType = Power_FaultQuestionType.select,
  76. faultType = Power_FaultType.fused,
  77. item_1 = UI_TriggerItemType.none,
  78. item_2 = UI_TriggerItemType.none,
  79. timeLineStart = 11,
  80. timeLineEnd = -1
  81. });
  82. //2 合成手套
  83. fusedStepList.Add(new PowerStepItemTriggerData()
  84. {
  85. questionType = Power_FaultQuestionType.trigger,
  86. faultType = Power_FaultType.fused,
  87. item_1 = UI_TriggerItemType.hand,
  88. item_2 = UI_TriggerItemType.gloves,
  89. timeLineStart = 11,
  90. timeLineEnd = -1
  91. });
  92. //3 关闸
  93. fusedStepList.Add(new PowerStepItemTriggerData()
  94. {
  95. questionType = Power_FaultQuestionType.trigger,
  96. faultType = Power_FaultType.fused,
  97. item_1 = UI_TriggerItemType.handWithGloves,
  98. item_2 = UI_TriggerItemType.powerSwitch,
  99. timeLineStart = 20,
  100. timeLineEnd = 25
  101. });
  102. //4 取出保险丝
  103. fusedStepList.Add(new PowerStepItemTriggerData()
  104. {
  105. questionType = Power_FaultQuestionType.trigger,
  106. faultType = Power_FaultType.fused,
  107. item_1 = UI_TriggerItemType.handWithGloves,
  108. item_2 = UI_TriggerItemType.fuse,
  109. timeLineStart = 34,
  110. timeLineEnd = 40
  111. });
  112. //5 插入保险丝
  113. fusedStepList.Add(new PowerStepItemTriggerData()
  114. {
  115. questionType = Power_FaultQuestionType.trigger,
  116. faultType = Power_FaultType.fused,
  117. item_1 = UI_TriggerItemType.fuse,
  118. item_2 = UI_TriggerItemType.fusePos,
  119. timeLineStart = 40,
  120. timeLineEnd = 44
  121. });
  122. //6 开闸
  123. fusedStepList.Add(new PowerStepItemTriggerData()
  124. {
  125. questionType = Power_FaultQuestionType.trigger,
  126. faultType = Power_FaultType.fused,
  127. item_1 = UI_TriggerItemType.handWithGloves,
  128. item_2 = UI_TriggerItemType.powerSwitch,
  129. timeLineStart = 46,
  130. timeLineEnd = 50
  131. });
  132. }
  133. private void InitUsp_GoneStep()
  134. {
  135. uspGoneStepList = new List<PowerStepItemTriggerData>();
  136. //1 选择更换蓄电池
  137. uspGoneStepList.Add(new PowerStepItemTriggerData()
  138. {
  139. questionType = Power_FaultQuestionType.select,
  140. faultType = Power_FaultType.UspGone,
  141. item_1 = UI_TriggerItemType.none,
  142. item_2 = UI_TriggerItemType.none,
  143. timeLineStart = 12,
  144. timeLineEnd = -1
  145. });
  146. //2 合成手套
  147. uspGoneStepList.Add(new PowerStepItemTriggerData()
  148. {
  149. questionType = Power_FaultQuestionType.trigger,
  150. faultType = Power_FaultType.UspGone,
  151. item_1 = UI_TriggerItemType.hand,
  152. item_2 = UI_TriggerItemType.gloves,
  153. timeLineStart = 12,
  154. timeLineEnd = -1
  155. });
  156. //3 关闸
  157. uspGoneStepList.Add(new PowerStepItemTriggerData()
  158. {
  159. questionType = Power_FaultQuestionType.trigger,
  160. faultType = Power_FaultType.UspGone,
  161. item_1 = UI_TriggerItemType.handWithGloves,
  162. item_2 = UI_TriggerItemType.powerSwitch,
  163. timeLineStart = 21,
  164. timeLineEnd = 25
  165. });
  166. //4 拧螺丝
  167. uspGoneStepList.Add(new PowerStepItemTriggerData()
  168. {
  169. questionType = Power_FaultQuestionType.trigger,
  170. faultType = Power_FaultType.UspGone,
  171. item_1 = UI_TriggerItemType.screwdriver,
  172. item_2 = UI_TriggerItemType.battery,
  173. timeLineStart = 33,
  174. timeLineEnd = 36
  175. });
  176. //5 取走电源
  177. uspGoneStepList.Add(new PowerStepItemTriggerData()
  178. {
  179. questionType = Power_FaultQuestionType.trigger,
  180. faultType = Power_FaultType.UspGone,
  181. item_1 = UI_TriggerItemType.handWithGloves,
  182. item_2 = UI_TriggerItemType.battery,
  183. timeLineStart = 36,
  184. timeLineEnd = 38
  185. });
  186. //6 换上新电源
  187. uspGoneStepList.Add(new PowerStepItemTriggerData()
  188. {
  189. questionType = Power_FaultQuestionType.trigger,
  190. faultType = Power_FaultType.UspGone,
  191. item_1 = UI_TriggerItemType.battery,
  192. item_2 = UI_TriggerItemType.batteryPos,
  193. timeLineStart = 39,
  194. timeLineEnd = 42
  195. });
  196. //7 拧螺丝
  197. uspGoneStepList.Add(new PowerStepItemTriggerData()
  198. {
  199. questionType = Power_FaultQuestionType.trigger,
  200. faultType = Power_FaultType.UspGone,
  201. item_1 = UI_TriggerItemType.screwdriver,
  202. item_2 = UI_TriggerItemType.battery,
  203. timeLineStart = 42,
  204. timeLineEnd = 46
  205. });
  206. //8 开闸
  207. uspGoneStepList.Add(new PowerStepItemTriggerData()
  208. {
  209. questionType = Power_FaultQuestionType.trigger,
  210. faultType = Power_FaultType.UspGone,
  211. item_1 = UI_TriggerItemType.handWithGloves,
  212. item_2 = UI_TriggerItemType.powerSwitch,
  213. timeLineStart = 48,
  214. timeLineEnd = 52
  215. });
  216. }
  217. //错误修复3
  218. private void InitFault3Step()
  219. {
  220. fault3StepList = new List<PowerStepItemTriggerData>();
  221. fault3StepList.Add(new PowerStepItemTriggerData()
  222. {
  223. questionType = Power_FaultQuestionType.select,
  224. faultType = Power_FaultType.dc,
  225. item_1 = UI_TriggerItemType.none,
  226. item_2 = UI_TriggerItemType.none,
  227. timeLineStart = 6,
  228. timeLineEnd = -1
  229. });
  230. fault3StepList.Add(new PowerStepItemTriggerData()
  231. {
  232. questionType = Power_FaultQuestionType.trigger,
  233. faultType = Power_FaultType.dc,
  234. item_1 = UI_TriggerItemType.hand,
  235. item_2 = UI_TriggerItemType.gloves,
  236. timeLineStart = 6,
  237. timeLineEnd = -1
  238. });
  239. fault3StepList.Add(new PowerStepItemTriggerData()
  240. {
  241. questionType = Power_FaultQuestionType.trigger,
  242. faultType = Power_FaultType.dc,
  243. item_1 = UI_TriggerItemType.handWithGloves,
  244. item_2 = UI_TriggerItemType.fuse,
  245. timeLineStart = 14,
  246. timeLineEnd = 18
  247. });
  248. fault3StepList.Add(new PowerStepItemTriggerData()
  249. {
  250. questionType = Power_FaultQuestionType.trigger,
  251. faultType = Power_FaultType.dc,
  252. item_1 = UI_TriggerItemType.fuse,
  253. item_2 = UI_TriggerItemType.fusePos,
  254. timeLineStart = 22,
  255. timeLineEnd = 25
  256. });
  257. fault3StepList.Add(new PowerStepItemTriggerData()
  258. {
  259. questionType = Power_FaultQuestionType.trigger,
  260. faultType = Power_FaultType.dc,
  261. item_1 = UI_TriggerItemType.handWithGloves,
  262. item_2 = UI_TriggerItemType.powerSwitch,
  263. timeLineStart = 33,
  264. timeLineEnd = 35
  265. });
  266. fault3StepList.Add(new PowerStepItemTriggerData()
  267. {
  268. questionType = Power_FaultQuestionType.trigger,
  269. faultType = Power_FaultType.dc,
  270. item_1 = UI_TriggerItemType.handWithGloves,
  271. item_2 = UI_TriggerItemType.battery,
  272. timeLineStart = 40,
  273. timeLineEnd = 42
  274. });
  275. }
  276. private void ReSetFaultFix()
  277. {
  278. currentStepIndex = 0;
  279. if (currentType == Power_FaultType.fused)
  280. {
  281. fused_TimeLine.Stop();
  282. fused_TimeLine.time = fusedStepList[0].timeLineStart;
  283. }
  284. if (currentType == Power_FaultType.UspGone)
  285. {
  286. UspGone_TimeLine.Stop();
  287. UspGone_TimeLine.time = uspGoneStepList[0].timeLineStart;
  288. }
  289. if (currentType == Power_FaultType.dc)
  290. {
  291. fault3_TimeLine.Stop();
  292. fault3_TimeLine.time = fault3StepList[0].timeLineStart;
  293. }
  294. }
  295. private async void OnGetPower_FaultStart(object sender, GameEventArgs e)
  296. {
  297. Power_FaultStartEvent args = (Power_FaultStartEvent)e;
  298. if (args.type == Power_FaultType.fused && currentType != Power_FaultType.fused)
  299. {
  300. currentType = Power_FaultType.fused;
  301. currentStepIndex = 0;
  302. UspGone_TimeLine.Stop();
  303. UspGone_TimeLine.gameObject.SetActive(false);
  304. fault3_TimeLine.Stop();
  305. fault3_TimeLine.gameObject.SetActive(false);
  306. fused_TimeLine.gameObject.SetActive(true);
  307. fused_TimeLine.time = fusedStepList[0].timeLineStart;
  308. fused_TimeLine.Play();
  309. await Task.Delay(50);
  310. fused_TimeLine.Pause();
  311. GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
  312. }
  313. if (args.type == Power_FaultType.UspGone && currentType != Power_FaultType.UspGone)
  314. {
  315. currentType = Power_FaultType.UspGone;
  316. currentStepIndex = 0;
  317. fused_TimeLine.Stop();
  318. fused_TimeLine.gameObject.SetActive(false);
  319. fault3_TimeLine.Stop();
  320. fault3_TimeLine.gameObject.SetActive(false);
  321. UspGone_TimeLine.gameObject.SetActive(true);
  322. UspGone_TimeLine.time = uspGoneStepList[0].timeLineStart;
  323. UspGone_TimeLine.Play();
  324. await Task.Delay(50);
  325. UspGone_TimeLine.Pause();
  326. GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
  327. }
  328. if (args.type == Power_FaultType.dc && currentType != Power_FaultType.dc)
  329. {
  330. currentType = Power_FaultType.dc;
  331. currentStepIndex = 0;
  332. fused_TimeLine.Stop();
  333. fused_TimeLine.gameObject.SetActive(false);
  334. UspGone_TimeLine.Stop();
  335. UspGone_TimeLine.gameObject.SetActive(false);
  336. fault3_TimeLine.gameObject.SetActive(true);
  337. fault3_TimeLine.time = fault3StepList[0].timeLineStart;
  338. fault3_TimeLine.Play();
  339. await Task.Delay(50);
  340. fault3_TimeLine.Pause();
  341. GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
  342. }
  343. }
  344. private async void OnGetUI_ItemMoveDone(object sender, GameEventArgs e)
  345. {
  346. List<PowerStepItemTriggerData> currentList = null;
  347. int stepCount = -1;
  348. PlayableDirector currentPlayableDirector = null;
  349. switch (currentType)
  350. {
  351. case Power_FaultType.fused:
  352. currentList = fusedStepList;
  353. stepCount = currentList.Count;
  354. currentPlayableDirector = fused_TimeLine;
  355. break;
  356. case Power_FaultType.UspGone:
  357. currentList = uspGoneStepList;
  358. stepCount = currentList.Count;
  359. currentPlayableDirector = UspGone_TimeLine;
  360. break;
  361. case Power_FaultType.dc:
  362. currentList = fault3StepList;
  363. stepCount = fault3StepList.Count;
  364. currentPlayableDirector = fault3_TimeLine;
  365. break;
  366. }
  367. Debug.Log(stepCount+" "+currentList.Count);
  368. if (currentList[currentStepIndex].questionType == Power_FaultQuestionType.trigger)
  369. {
  370. UI_ItemMoveDoneEvent args = (UI_ItemMoveDoneEvent)e;
  371. Debug.Log(
  372. $"{args.item_1}:{args.item_2} {currentList[currentStepIndex].item_1}:{currentList[currentStepIndex].item_2}");
  373. bool pass = false;
  374. if (args.item_1 == currentList[currentStepIndex].item_1)
  375. {
  376. if (args.item_2 == currentList[currentStepIndex].item_2)
  377. {
  378. pass = true;
  379. }
  380. }
  381. else if (args.item_2 == currentList[currentStepIndex].item_1)
  382. {
  383. if (args.item_1 == currentList[currentStepIndex].item_2)
  384. {
  385. pass = true;
  386. }
  387. }
  388. if (pass)
  389. {
  390. if (currentList[currentStepIndex].timeLineEnd != -1)
  391. {
  392. currentPlayableDirector.Play();
  393. await Task.Delay((int)(currentList[currentStepIndex].timeLineEnd -
  394. currentList[currentStepIndex].timeLineStart) * 1000);
  395. currentPlayableDirector.Pause();
  396. }
  397. currentStepIndex++;
  398. if (currentStepIndex >= stepCount)
  399. {
  400. GameMain.Event.Fire(this, IT_TrainStudyDoneEvent.Create());
  401. }
  402. else
  403. {
  404. //todo nextStep
  405. currentPlayableDirector.time = currentList[currentStepIndex].timeLineStart;
  406. currentPlayableDirector.Play();
  407. await Task.Delay(50);
  408. currentPlayableDirector.Pause();
  409. Debug.Log($"{stepCount} {currentStepIndex}");
  410. GameMain.Event.Fire(this, Power_FaultNextEvent.Create(currentType, currentStepIndex));
  411. }
  412. }
  413. }
  414. }
  415. private async void OnGetSelectFaultItem(object sender, GameEventArgs e)
  416. {
  417. List<PowerStepItemTriggerData> currentList = null;
  418. int stepCount = -1;
  419. PlayableDirector currentPlayableDirector=null;
  420. switch (currentType)
  421. {
  422. case Power_FaultType.fused:
  423. currentList = fusedStepList;
  424. stepCount = currentList.Count;
  425. currentPlayableDirector = fused_TimeLine;
  426. break;
  427. case Power_FaultType.UspGone:
  428. currentList = uspGoneStepList;
  429. stepCount = currentList.Count;
  430. currentPlayableDirector = UspGone_TimeLine;
  431. break;
  432. case Power_FaultType.dc:
  433. currentList = fault3StepList;
  434. stepCount = fault3StepList.Count;
  435. currentPlayableDirector = fault3_TimeLine;
  436. break;
  437. }
  438. if (currentList[currentStepIndex].questionType == Power_FaultQuestionType.select)
  439. {
  440. Power_SelectFaultItemEvent args = (Power_SelectFaultItemEvent)e;
  441. if (args.faultType == currentList[currentStepIndex].faultType)
  442. {
  443. if (currentList[currentStepIndex].timeLineEnd != -1)
  444. {
  445. currentPlayableDirector.Play();
  446. await Task.Delay((int)(currentList[currentStepIndex].timeLineEnd-currentList[currentStepIndex].timeLineStart)*1000);
  447. currentPlayableDirector.Pause();
  448. }
  449. currentStepIndex++;
  450. if (currentStepIndex >= stepCount)
  451. {
  452. //todo 完成
  453. }
  454. else
  455. {
  456. //todo nextStep
  457. currentPlayableDirector.time = currentList[currentStepIndex].timeLineStart;
  458. currentPlayableDirector.Play();
  459. await Task.Delay(50);
  460. currentPlayableDirector.Pause();
  461. Debug.Log($"{currentType} {currentStepIndex}");
  462. GameMain.Event.Fire(this,Power_FaultNextEvent.Create(currentType,currentStepIndex));
  463. }
  464. }
  465. }
  466. }
  467. }