CoolTrainStudyForm.cs 22 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using DG.Tweening;
  5. using GameFramework;
  6. using GameFramework.Event;
  7. using UnityEngine;
  8. using UnityEngine.SceneManagement;
  9. using UnityEngine.Serialization;
  10. using UnityEngine.UI;
  11. using UnityGameFramework.Runtime;
  12. public class CoolTrainStudyForm : UIFormLogic
  13. {
  14. private GameObject _trainPanel;
  15. private GameObject _learnPanel;
  16. private GameObject _faultPanel;
  17. private GameObject _trainDoneTips;
  18. private GameObject _faultDoneTips;
  19. private Button _reStartButton;
  20. public Sprite[] learnModelButtonImg;
  21. public Sprite[] trainModelButtonImg;
  22. public Sprite[] bugModelButtonImg;
  23. private Button _learnButton;
  24. private Button _trainButton;
  25. private Button _faultButton;
  26. private IT_TrainModelType _currentType;
  27. private GameObject messagePanel;
  28. private Text nameText;
  29. private Text messageText;
  30. private const string CoolingTowerMessage =
  31. "冷却水塔是用于散热的关键组件。它将通过冷却机组循环的热水暴露在空气中,通过蒸发的方式带走热量,将冷却水重新供应给机组。这样可以有效地降低冷却水的温度。";
  32. private const string ChilledWaterPumpMessage =
  33. "冷水泵负责将冷却水从冷却水塔输送到制冷设备(例如精密空调或冷却卷管系统)中。这确保了冷却水能够流经整个系统,吸收热量,并将其带回冷却水塔进行散热。";
  34. private const string BufferTankMessage =
  35. "蓄冷罐用于存储额外的冷却水,并平衡系统中的水流。它可以帮助调整水循环系统中的压力和流速,并提供一个冷却水的储备。";
  36. private const string PrecisionAirConditionerMessage =
  37. "精密空调是一种用于维持恒定温湿度的设备。在水冷机组中,精密空调通常用于冷却机房或其他对温湿度要求较高的场所。它通过冷却水循环来调节室内温度。";
  38. private const string CompressorMessage =
  39. "压缩机是水冷机组中的核心组件,负责将低温、低压的蒸发冷媒气体压缩成高温、高压的气体。这个过程使冷媒能够释放吸收的热量,从而实现制冷效果。";
  40. private const string CoolingUnitControlMessage =
  41. "冷却机组控制系统监测和控制整个水冷机组的运行。它通常包括温度、湿度、压力等传感器,以及自动控制系统,确保系统以最佳方式运行,提供稳定的制冷效果。";
  42. bool haveFixed = false;
  43. private GameObject tarinList;
  44. private Button trainB1;
  45. private Button trainB2;
  46. private Button trainB3;
  47. private Button trainB4;
  48. private Button trainB5;
  49. private GameObject faultList;
  50. private Button faultB1;
  51. private Button faultB2;
  52. private Button faultB3;
  53. //$$$
  54. public Button[] faultButtons;
  55. public GameObject faultChoicePanel;
  56. public GameObject[] faultChoices;
  57. public GameObject[] highPressureFaultTips;
  58. public GameObject[] lowPressureFaultTips;
  59. public GameObject[] fault3Tips;
  60. private RectTransform faultTools;
  61. private GameObject faultSelectButtons;
  62. private Cool_FaultToolList faultToolList;
  63. private Button sbButton;
  64. private Button ysjButton;
  65. private Button qlysjButton;
  66. private Button lmButton;
  67. protected override void OnInit(object userData)
  68. {
  69. base.OnInit(userData);
  70. _trainPanel = this.transform.Find("trainPanel").gameObject;
  71. _learnPanel = this.transform.Find("learnPanel").gameObject;
  72. _faultPanel = this.transform.Find("faultPanel").gameObject;
  73. InItUiComponent();
  74. InitFaultTips();
  75. }
  76. protected override void OnOpen(object userData)
  77. {
  78. base.OnOpen(userData);
  79. _trainDoneTips.SetActive(false);
  80. GameMain.Event.Subscribe(ReStart_IT_TrainStudyEvent.EventId, ReSetTrainUI);
  81. GameMain.Event.Subscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
  82. GameMain.Event.Subscribe(Cool_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
  83. GameMain.Event.Subscribe(Cool_FaultNextEvent.EventId, OnGetCool_FaultNext);
  84. _learnPanel.SetActive(true);
  85. _trainPanel.SetActive(false);
  86. _learnButton.image.sprite = learnModelButtonImg[1];
  87. _trainButton.image.sprite = trainModelButtonImg[0];
  88. _faultButton.image.sprite = bugModelButtonImg[0];
  89. ChangeToLearn(true, 0.1f);
  90. tarinList.SetActive(false);
  91. //_currentType = IT_TrainModelType.learn;
  92. //GameMain.Event.Fire(this,IT_StartLearnTargetInfoEvent.Create());
  93. }
  94. protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
  95. {
  96. base.OnUpdate(elapseSeconds, realElapseSeconds);
  97. }
  98. private void InItUiComponent()
  99. {
  100. _trainDoneTips = _trainPanel.transform.Find("DoneTips").gameObject;
  101. _trainDoneTips.SetActive(false);
  102. messagePanel = _learnPanel.transform.Find("messagePanel").gameObject;
  103. messagePanel.SetActive(false);
  104. nameText = messagePanel.transform.Find("nameText").GetComponent<Text>();
  105. messageText = messagePanel.transform.Find("messageText").GetComponent<Text>();
  106. _faultDoneTips = _faultPanel.transform.Find("DoneTips").gameObject;
  107. _faultDoneTips.SetActive(false);
  108. _faultPanel.SetActive(false);
  109. _reStartButton = _trainPanel.transform.Find("TrainButton/Verlist/reStartButton").GetComponent<Button>();
  110. _reStartButton.onClick.AddListener(() => { GameMain.Event.Fire(this, ReStart_IT_TrainStudyEvent.Create()); });
  111. _learnButton = this.transform.Find("Navi/B1").GetComponent<Button>();
  112. _learnButton.onClick.AddListener(() => { ChangeToLearn(true, 0.1f); });
  113. _trainButton = this.transform.Find("Navi/B2").GetComponent<Button>();
  114. _trainButton.onClick.AddListener(ChangeToTrain);
  115. _faultButton = this.transform.Find("Navi/B3").GetComponent<Button>();
  116. _faultButton.onClick.AddListener(() => { ChangeToFault(); });
  117. tarinList = this.transform.Find("Navi/trainlist").gameObject;
  118. trainB1 = this.transform.Find("Navi/trainlist/B1").GetComponent<Button>();
  119. trainB2 = this.transform.Find("Navi/trainlist/B2").GetComponent<Button>();
  120. trainB3 = this.transform.Find("Navi/trainlist/B3").GetComponent<Button>();
  121. trainB4 = this.transform.Find("Navi/trainlist/B4").GetComponent<Button>();
  122. trainB5 = this.transform.Find("Navi/trainlist/B5").GetComponent<Button>();
  123. trainB1.onClick.AddListener(() =>
  124. {
  125. GameMain.Event.Fire(this, Cool_TrainAniEvent.Create(1));
  126. tarinList.SetActive(false);
  127. });
  128. trainB2.onClick.AddListener(() =>
  129. {
  130. GameMain.Event.Fire(this, Cool_TrainAniEvent.Create(2));
  131. tarinList.SetActive(false);
  132. });
  133. trainB3.onClick.AddListener(() =>
  134. {
  135. GameMain.Event.Fire(this, Cool_TrainAniEvent.Create(3));
  136. tarinList.SetActive(false);
  137. });
  138. trainB4.onClick.AddListener(() =>
  139. {
  140. GameMain.Event.Fire(this, Cool_TrainAniEvent.Create(4));
  141. tarinList.SetActive(false);
  142. });
  143. trainB5.onClick.AddListener(() =>
  144. {
  145. GameMain.Event.Fire(this, Cool_TrainAniEvent.Create(5));
  146. tarinList.SetActive(false);
  147. });
  148. tarinList.SetActive(false);
  149. faultList = this.transform.Find("Navi/faultlist").gameObject;
  150. faultB1 = this.transform.Find("Navi/faultlist/B1").GetComponent<Button>();
  151. faultB2 = this.transform.Find("Navi/faultlist/B2").GetComponent<Button>();
  152. faultB3 = this.transform.Find("Navi/faultlist/B3").GetComponent<Button>();
  153. faultB1.onClick.AddListener(() =>
  154. {
  155. foreach (var objs in faultChoices)
  156. {
  157. objs.SetActive(false);
  158. }
  159. faultChoicePanel.SetActive(false);
  160. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
  161. GameMain.Event.Fire(this, Cool_FaultStartEvent.Create(Cool_FaultType.highPressure));
  162. faultList.SetActive(false);
  163. });
  164. faultB2.onClick.AddListener(() =>
  165. {
  166. foreach (var objs in faultChoices)
  167. {
  168. objs.SetActive(false);
  169. }
  170. faultChoicePanel.SetActive(false);
  171. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
  172. GameMain.Event.Fire(this, Cool_FaultStartEvent.Create(Cool_FaultType.lowPressure));
  173. faultList.SetActive(false);
  174. });
  175. faultB3.onClick.AddListener(() =>
  176. {
  177. foreach (var objs in faultChoices)
  178. {
  179. objs.SetActive(false);
  180. }
  181. faultChoicePanel.SetActive(false);
  182. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
  183. GameMain.Event.Fire(this, Cool_FaultStartEvent.Create(Cool_FaultType.pumpError));
  184. faultList.SetActive(false);
  185. });
  186. //$$$------------------------
  187. faultChoicePanel = this.transform.Find($"faultChoicePanel").gameObject;
  188. faultChoices = new GameObject[8];
  189. for (int i = 0; i < 8; i++)
  190. {
  191. faultChoices[i] = this.transform.Find($"faultChoicePanel/BG/Quest_{i + 1}").gameObject;
  192. faultChoices[i].SetActive(false);
  193. }
  194. faultChoicePanel.SetActive(false);
  195. faultButtons = new Button[7];
  196. for (int i = 0; i < 7; i++)
  197. {
  198. faultButtons[i] = this.transform.Find($"Navi/faultlist/B{i + 4}").GetComponent<Button>();
  199. }
  200. faultButtons[0].onClick.AddListener(() => { faultChoicesClick(0); });
  201. faultButtons[1].onClick.AddListener(() => { faultChoicesClick(1); });
  202. faultButtons[2].onClick.AddListener(() => { faultChoicesClick(2); });
  203. faultButtons[3].onClick.AddListener(() => { faultChoicesClick(3); });
  204. faultButtons[4].onClick.AddListener(() => { faultChoicesClick(4); });
  205. faultButtons[5].onClick.AddListener(() => { faultChoicesClick(5); });
  206. faultButtons[6].onClick.AddListener(() => { faultChoicesClick(6); });
  207. faultChoicePanel.SetActive(false);
  208. //$$$------------------------
  209. faultList.SetActive(false);
  210. }
  211. //$$$------------------------
  212. private void faultChoicesClick(int index)
  213. {
  214. foreach (var obj in highPressureFaultTips)
  215. {
  216. obj.SetActive(false);
  217. }
  218. foreach (var obj in lowPressureFaultTips)
  219. {
  220. obj.SetActive(false);
  221. }
  222. foreach (var obj in fault3Tips)
  223. {
  224. obj.SetActive(false);
  225. }
  226. faultList.SetActive(false);
  227. foreach (var objs in faultChoices)
  228. {
  229. objs.SetActive(false);
  230. }
  231. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(index));
  232. faultChoices[index].SetActive(true);
  233. faultChoicePanel.SetActive(true);
  234. faultList.SetActive(false);
  235. }
  236. private void InitFaultTips()
  237. {
  238. highPressureFaultTips = new GameObject[4];
  239. for (int i = 0; i < highPressureFaultTips.Length; i++)
  240. {
  241. highPressureFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step1_{i}").gameObject;
  242. highPressureFaultTips[i].SetActive(false);
  243. }
  244. lowPressureFaultTips = new GameObject[4];
  245. for (int i = 0; i < lowPressureFaultTips.Length; i++)
  246. {
  247. lowPressureFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step2_{i}").gameObject;
  248. lowPressureFaultTips[i].SetActive(false);
  249. }
  250. fault3Tips = new GameObject[6];
  251. for (int i = 0; i < fault3Tips.Length; i++)
  252. {
  253. fault3Tips[i] = _faultPanel.transform.Find($"Doc/BG/Step3_{i}").gameObject;
  254. fault3Tips[i].SetActive(false);
  255. }
  256. faultTools = _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>();
  257. faultTools.localPosition = new Vector3(1120, 0, 0);
  258. faultSelectButtons = _faultPanel.transform.Find($"FixButton").gameObject;
  259. sbButton = _faultPanel.transform.Find("FixButton/Verlist/sbButton").GetComponent<Button>();
  260. ysjButton = _faultPanel.transform.Find("FixButton/Verlist/ysjButton").GetComponent<Button>();
  261. qlysjButton = _faultPanel.transform.Find("FixButton/Verlist/qlysjButton").GetComponent<Button>();
  262. lmButton = _faultPanel.transform.Find("FixButton/Verlist/lmButton").GetComponent<Button>();
  263. sbButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Cool_SelectFaultItemEvent.Create(Cool_FaultType.pumpError)); });
  264. ysjButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Cool_SelectFaultItemEvent.Create(Cool_FaultType.airConditioning)); });
  265. qlysjButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Cool_SelectFaultItemEvent.Create(Cool_FaultType.highPressure)); });
  266. lmButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Cool_SelectFaultItemEvent.Create(Cool_FaultType.lowPressure)); });
  267. faultSelectButtons.SetActive(false);
  268. faultToolList = faultTools.GetComponent<Cool_FaultToolList>();
  269. }
  270. protected override void OnClose(bool isShutdown, object userData)
  271. {
  272. base.OnClose(isShutdown, userData);
  273. GameMain.Event.Unsubscribe(ReStart_IT_TrainStudyEvent.EventId, ReSetTrainUI);
  274. GameMain.Event.Unsubscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
  275. GameMain.Event.Unsubscribe(Cool_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
  276. GameMain.Event.Unsubscribe(Cool_FaultNextEvent.EventId, OnGetCool_FaultNext);
  277. }
  278. private async void ChangeToLearn(bool force = false, float delayTime = 0.0f)
  279. {
  280. tarinList.SetActive(false);
  281. _faultDoneTips.SetActive(false);
  282. faultList.SetActive(false);
  283. if (_currentType == IT_TrainModelType.learn && !force)
  284. return;
  285. if (SceneManager.GetActiveScene().name != "TrainStudy3_1")
  286. SceneManager.LoadScene("TrainStudy3_1");
  287. await Task.Delay((int)(delayTime * 1000));
  288. GameMain.Event.Fire(this, Cool_TrainStudyStateEvent.Create(false));
  289. GameMain.Event.Fire(this, Cool_StartLearnTargetInfoEvent.Create());
  290. _currentType = IT_TrainModelType.learn;
  291. _learnButton.image.sprite = learnModelButtonImg[1];
  292. _trainButton.image.sprite = trainModelButtonImg[0];
  293. _faultButton.image.sprite = bugModelButtonImg[0];
  294. _trainPanel.SetActive(false);
  295. _learnPanel.SetActive(true);
  296. _faultPanel.SetActive(false);
  297. tarinList.SetActive(false);
  298. //$$$------------------------
  299. faultChoicePanel.SetActive(false);
  300. }
  301. private void ChangeToTrain()
  302. {
  303. faultList.SetActive(false);
  304. tarinList.SetActive(true);
  305. if (_currentType == IT_TrainModelType.train)
  306. return;
  307. _learnPanel.SetActive(false);
  308. _faultPanel.SetActive(false);
  309. _learnButton.image.sprite = learnModelButtonImg[0];
  310. _trainButton.image.sprite = trainModelButtonImg[1];
  311. _faultButton.image.sprite = bugModelButtonImg[0];
  312. _currentType = IT_TrainModelType.train;
  313. if (SceneManager.GetActiveScene().name != "TrainStudy3")
  314. SceneManager.LoadScene("TrainStudy3");
  315. //_trainPanel.SetActive(true);
  316. //$$$------------------------
  317. faultChoicePanel.SetActive(false);
  318. }
  319. private void ChangeToFault(bool force = false)
  320. {
  321. tarinList.SetActive(false);
  322. faultList.SetActive(true);
  323. if (_currentType == IT_TrainModelType.fault && !force)
  324. return;
  325. GameMain.Event.Fire(this, Cool_TrainStudyStateEvent.Create(false));
  326. GameMain.Event.Fire(this, Cool_StartLearnTargetInfoEvent.Create(false));
  327. _learnButton.image.sprite = learnModelButtonImg[0];
  328. _trainButton.image.sprite = trainModelButtonImg[0];
  329. _faultButton.image.sprite = bugModelButtonImg[1];
  330. _faultPanel.SetActive(true);
  331. _trainPanel.SetActive(false);
  332. _learnPanel.SetActive(false);
  333. _currentType = IT_TrainModelType.fault;
  334. _faultPanel.transform.Find($"Doc").gameObject.SetActive(false);
  335. _faultPanel.transform.Find($"FixButton").gameObject.SetActive(false);
  336. _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>().localPosition = new Vector3(1120, 0, 0);
  337. if (SceneManager.GetActiveScene().name != "TrainStudy3_2" || force)
  338. SceneManager.LoadScene("TrainStudy3_2");
  339. //$$$------------------------
  340. faultChoicePanel.SetActive(false);
  341. }
  342. private void ChangeTargetMessage(object sender, GameEventArgs e)
  343. {
  344. Cool_TrainStudyShowTargetInfoEvent args = (Cool_TrainStudyShowTargetInfoEvent)e;
  345. switch (args._Type)
  346. {
  347. case CoolHardWaryType.CoolingTower:
  348. nameText.text = "冷却水塔";
  349. messageText.text = CoolingTowerMessage;
  350. if (!messagePanel.activeSelf)
  351. {
  352. messagePanel.SetActive(true);
  353. }
  354. break;
  355. case CoolHardWaryType.ChilledWaterPump:
  356. nameText.text = "冷水泵";
  357. messageText.text = ChilledWaterPumpMessage;
  358. if (!messagePanel.activeSelf)
  359. {
  360. messagePanel.SetActive(true);
  361. }
  362. break;
  363. case CoolHardWaryType.BufferTank:
  364. nameText.text = "蓄冷罐";
  365. messageText.text = BufferTankMessage;
  366. if (!messagePanel.activeSelf)
  367. {
  368. messagePanel.SetActive(true);
  369. }
  370. break;
  371. case CoolHardWaryType.PrecisionAirConditioner:
  372. nameText.text = "精密空调";
  373. messageText.text = PrecisionAirConditionerMessage;
  374. if (!messagePanel.activeSelf)
  375. {
  376. messagePanel.SetActive(true);
  377. }
  378. break;
  379. case CoolHardWaryType.Compressor:
  380. nameText.text = "压缩机";
  381. messageText.text = CompressorMessage;
  382. if (!messagePanel.activeSelf)
  383. {
  384. messagePanel.SetActive(true);
  385. }
  386. break;
  387. case CoolHardWaryType.CoolingUnitControl:
  388. nameText.text = "冷却机组控制";
  389. messageText.text = CoolingUnitControlMessage;
  390. if (!messagePanel.activeSelf)
  391. {
  392. messagePanel.SetActive(true);
  393. }
  394. break;
  395. case CoolHardWaryType.none:
  396. messagePanel.SetActive(false);
  397. break;
  398. }
  399. }
  400. private void ReSetTrainUI(object sender, GameEventArgs e)
  401. {
  402. _trainDoneTips.SetActive(false);
  403. }
  404. private void OnIT_TrainStudyDone(object sender, GameEventArgs e)
  405. {
  406. _faultDoneTips.SetActive(true);
  407. ChangeToFault(true);
  408. //GameMain.UI.OpenUIForm("Tips", "Pop");
  409. }
  410. private void OnGetCool_FaultNext(object sender, GameEventArgs e)
  411. {
  412. Cool_FaultNextEvent args = (Cool_FaultNextEvent)e;
  413. _faultPanel.transform.Find($"Doc").gameObject.SetActive(true);
  414. switch (args.FaultType)
  415. {
  416. case Cool_FaultType.highPressure:
  417. for (int i = 0; i < highPressureFaultTips.Length; i++)
  418. {
  419. highPressureFaultTips[i].SetActive(false);
  420. }
  421. highPressureFaultTips[args.stepIndex].SetActive(true);
  422. if (args.stepIndex == 0)
  423. {
  424. for (int i = 0; i < lowPressureFaultTips.Length; i++)
  425. {
  426. lowPressureFaultTips[i].SetActive(false);
  427. }
  428. for (int i = 0; i < fault3Tips.Length; i++)
  429. {
  430. fault3Tips[i].SetActive(false);
  431. }
  432. faultSelectButtons.SetActive(true);
  433. faultTools.localPosition = new Vector3(1120, 0, 0);
  434. faultToolList.ReSetToolList(1);
  435. }
  436. else
  437. {
  438. faultSelectButtons.SetActive(false);
  439. faultTools.localPosition = new Vector3(920, 0, 0);
  440. }
  441. break;
  442. case Cool_FaultType.lowPressure:
  443. for (int i = 0; i < lowPressureFaultTips.Length; i++)
  444. {
  445. lowPressureFaultTips[i].SetActive(false);
  446. }
  447. lowPressureFaultTips[args.stepIndex].SetActive(true);
  448. if (args.stepIndex == 0)
  449. {
  450. for (int i = 0; i < highPressureFaultTips.Length; i++)
  451. {
  452. highPressureFaultTips[i].SetActive(false);
  453. }
  454. for (int i = 0; i < fault3Tips.Length; i++)
  455. {
  456. fault3Tips[i].SetActive(false);
  457. }
  458. faultSelectButtons.SetActive(true);
  459. faultTools.localPosition = new Vector3(1120, 0, 0);
  460. faultToolList.ReSetToolList(0);
  461. }
  462. else
  463. {
  464. faultSelectButtons.SetActive(false);
  465. faultTools.localPosition = new Vector3(920, 0, 0);
  466. }
  467. break;
  468. case Cool_FaultType.pumpError:
  469. for (int i = 0; i < fault3Tips.Length; i++)
  470. {
  471. fault3Tips[i].SetActive(false);
  472. }
  473. fault3Tips[args.stepIndex].SetActive(true);
  474. if (args.stepIndex == 0)
  475. {
  476. for (int i = 0; i < highPressureFaultTips.Length; i++)
  477. {
  478. highPressureFaultTips[i].SetActive(false);
  479. }
  480. for (int i = 0; i < lowPressureFaultTips.Length; i++)
  481. {
  482. lowPressureFaultTips[i].SetActive(false);
  483. }
  484. faultSelectButtons.SetActive(true);
  485. faultTools.localPosition = new Vector3(1120, 0, 0);
  486. faultToolList.ReSetToolList(0);
  487. }
  488. else
  489. {
  490. faultSelectButtons.SetActive(false);
  491. faultTools.localPosition = new Vector3(920, 0, 0);
  492. }
  493. break;
  494. }
  495. }
  496. }