NetTrainStudyForm.cs 20 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. using UnityAsync;
  13. using WaitUntil = UnityAsync.WaitUntil;
  14. public class NetTrainStudyForm : UIFormLogic
  15. {
  16. private GameObject _trainPanel;
  17. private GameObject _learnPanel;
  18. private GameObject _faultPanel;
  19. private GameObject _trainDoneTips;
  20. private GameObject _faultDoneTips;
  21. private Button _reStartButton;
  22. public Sprite[] learnModelButtonImg;
  23. public Sprite[] trainModelButtonImg;
  24. public Sprite[] bugModelButtonImg;
  25. private Button _learnButton;
  26. private Button _trainButton;
  27. private Button _faultButton;
  28. private IT_TrainModelType _currentType;
  29. private GameObject messagePanel;
  30. private Text nameText;
  31. private Text messageText;
  32. //todo 网络认知的文字
  33. private const string LYQMessage =
  34. "路由器是网络设备,负责将数据包从源设备转发到目标设备。它使用IP地址来确定数据的路径,实现不同网络之间的连接,支持网络间的通信和资源共享。路由器也能提供网络安全功能,如防火墙和虚拟专用网络(VPN)。";
  35. private const string JHJMessage =
  36. "交换机是局域网内的核心设备,通过学习MAC地址建立设备间通信表,根据表项快速转发数据帧,提供高性能和低延迟的内部通信。它有助于构建大规模、高效的企业网络。";
  37. private const string FWQMessage =
  38. "浪潮服务器是浪潮集团生产的服务器产品,具有卓越的性能和可靠性。这些服务器适用于各种场景,包括数据中心、云计算、企业IT等,满足不同规模和需求的用户。浪潮服务器支持虚拟化、大数据处理和高性能计算等多种应用。";
  39. bool haveFixed = false;
  40. private GameObject tarinList;
  41. private Button trainB1;
  42. private Button trainB2;
  43. private Button trainB3;
  44. private Button trainB4;
  45. private GameObject faultList;
  46. private Button faultB1;
  47. private Button faultB2;
  48. //$$$
  49. public Button[] faultButtons;
  50. public GameObject faultChoicePanel;
  51. public GameObject[] faultChoices;
  52. public GameObject[] netWordListFaultTips;
  53. public GameObject[] lightModelFaultTips;
  54. private RectTransform faultTools;
  55. private GameObject faultSelectButtons;
  56. private Net_FaultToolList faultToolList;
  57. private Button lyqButton;
  58. private Button jhjButton;
  59. private Button wxButton;
  60. private Button wkButton;
  61. protected override void OnInit(object userData)
  62. {
  63. base.OnInit(userData);
  64. _trainPanel = this.transform.Find("trainPanel").gameObject;
  65. _learnPanel = this.transform.Find("learnPanel").gameObject;
  66. _faultPanel = this.transform.Find("faultPanel").gameObject;
  67. InItUiComponent();
  68. InitFaultTips();
  69. }
  70. protected override void OnOpen(object userData)
  71. {
  72. base.OnOpen(userData);
  73. _trainDoneTips.SetActive(false);
  74. GameMain.Event.Subscribe(ReStart_IT_TrainStudyEvent.EventId, ReSetTrainUI);
  75. GameMain.Event.Subscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
  76. GameMain.Event.Subscribe(Net_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
  77. GameMain.Event.Subscribe(Net_FaultNextEvent.EventId, OnGetNet_FaultNext);
  78. _learnPanel.SetActive(true);
  79. _trainPanel.SetActive(false);
  80. _learnButton.image.sprite = learnModelButtonImg[1];
  81. _trainButton.image.sprite = trainModelButtonImg[0];
  82. _faultButton.image.sprite = bugModelButtonImg[0];
  83. ChangeToLearn(true, 0.1f);
  84. tarinList.SetActive(false);
  85. //_currentType = IT_TrainModelType.learn;
  86. //GameMain.Event.Fire(this,IT_StartLearnTargetInfoEvent.Create());
  87. }
  88. protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
  89. {
  90. base.OnUpdate(elapseSeconds, realElapseSeconds);
  91. }
  92. private void InItUiComponent()
  93. {
  94. _trainDoneTips = _trainPanel.transform.Find("DoneTips").gameObject;
  95. _trainDoneTips.SetActive(false);
  96. messagePanel = _learnPanel.transform.Find("messagePanel").gameObject;
  97. messagePanel.SetActive(false);
  98. nameText = messagePanel.transform.Find("nameText").GetComponent<Text>();
  99. messageText = messagePanel.transform.Find("messageText").GetComponent<Text>();
  100. _faultDoneTips = _faultPanel.transform.Find("DoneTips").gameObject;
  101. _faultDoneTips.SetActive(false);
  102. _faultPanel.SetActive(false);
  103. _reStartButton = _trainPanel.transform.Find("TrainButton/Verlist/reStartButton").GetComponent<Button>();
  104. _reStartButton.onClick.AddListener(() => { GameMain.Event.Fire(this, ReStart_IT_TrainStudyEvent.Create()); });
  105. _learnButton = this.transform.Find("Navi/B1").GetComponent<Button>();
  106. _learnButton.onClick.AddListener(() => { ChangeToLearn(true, 0.1f); });
  107. _trainButton = this.transform.Find("Navi/B2").GetComponent<Button>();
  108. _trainButton.onClick.AddListener(ChangeToTrain);
  109. _faultButton = this.transform.Find("Navi/B3").GetComponent<Button>();
  110. _faultButton.onClick.AddListener(() => { ChangeToFault(); });
  111. tarinList = this.transform.Find("Navi/trainlist").gameObject;
  112. trainB1 = this.transform.Find("Navi/trainlist/B1").GetComponent<Button>();
  113. trainB2 = this.transform.Find("Navi/trainlist/B2").GetComponent<Button>();
  114. trainB3 = this.transform.Find("Navi/trainlist/B3").GetComponent<Button>();
  115. trainB4 = this.transform.Find("Navi/trainlist/B4").GetComponent<Button>();
  116. trainB1.onClick.AddListener(async () =>
  117. {
  118. if (SceneManager.GetActiveScene().name != "TrainStudy2_1")
  119. SceneManager.LoadScene("TrainStudy2_1");
  120. await new WaitUntil(() => { return SceneManager.GetActiveScene() == SceneManager.GetSceneByName("TrainStudy2_1"); });
  121. GameMain.Event.Fire(this, Net_TrainAniEvent.Create(1));
  122. tarinList.SetActive(false);
  123. });
  124. trainB2.onClick.AddListener(async () =>
  125. {
  126. if (SceneManager.GetActiveScene().name != "TrainStudy2_1")
  127. SceneManager.LoadScene("TrainStudy2_1");
  128. await new WaitUntil(() => { return SceneManager.GetActiveScene() == SceneManager.GetSceneByName("TrainStudy2_1"); });
  129. GameMain.Event.Fire(this, Net_TrainAniEvent.Create(2));
  130. tarinList.SetActive(false);
  131. });
  132. trainB3.onClick.AddListener(async () =>
  133. {
  134. if (SceneManager.GetActiveScene().name != "TrainStudy2_2")
  135. SceneManager.LoadScene("TrainStudy2_2");
  136. await new WaitUntil(() => { return SceneManager.GetActiveScene() == SceneManager.GetSceneByName("TrainStudy2_2"); });
  137. GameMain.Event.Fire(this, Net_TrainAniEvent.Create(1));
  138. tarinList.SetActive(false);
  139. });
  140. trainB4.onClick.AddListener(async () =>
  141. {
  142. if (SceneManager.GetActiveScene().name != "TrainStudy2_2")
  143. SceneManager.LoadScene("TrainStudy2_2");
  144. await new WaitUntil(() => { return SceneManager.GetActiveScene() == SceneManager.GetSceneByName("TrainStudy2_2"); });
  145. GameMain.Event.Fire(this, Net_TrainAniEvent.Create(2));
  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. faultB1.onClick.AddListener(() =>
  153. {
  154. foreach (var objs in faultChoices)
  155. {
  156. objs.SetActive(false);
  157. }
  158. faultChoicePanel.SetActive(false);
  159. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
  160. GameMain.Event.Fire(this, Net_FaultStartEvent.Create(Net_FaultType.netWorkCard));
  161. faultList.SetActive(false);
  162. });
  163. faultB2.onClick.AddListener(() =>
  164. {
  165. foreach (var objs in faultChoices)
  166. {
  167. objs.SetActive(false);
  168. }
  169. faultChoicePanel.SetActive(false);
  170. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(-1));
  171. GameMain.Event.Fire(this, Net_FaultStartEvent.Create(Net_FaultType.lightModel));
  172. faultList.SetActive(false);
  173. });
  174. //$$$------------------------
  175. faultChoicePanel = this.transform.Find($"faultChoicePanel").gameObject;
  176. faultChoices = new GameObject[8];
  177. for (int i = 0; i < 8; i++)
  178. {
  179. faultChoices[i] = this.transform.Find($"faultChoicePanel/BG/Quest_{i + 1}").gameObject;
  180. faultChoices[i].SetActive(false);
  181. }
  182. faultChoicePanel.SetActive(false);
  183. faultButtons = new Button[8];
  184. for (int i = 0; i < 8; i++)
  185. {
  186. faultButtons[i] = this.transform.Find($"Navi/faultlist/B{i + 3}").GetComponent<Button>();
  187. }
  188. faultButtons[0].onClick.AddListener(() => { faultChoicesClick(0); });
  189. faultButtons[1].onClick.AddListener(() => { faultChoicesClick(1); });
  190. faultButtons[2].onClick.AddListener(() => { faultChoicesClick(2); });
  191. faultButtons[3].onClick.AddListener(() => { faultChoicesClick(3); });
  192. faultButtons[4].onClick.AddListener(() => { faultChoicesClick(4); });
  193. faultButtons[5].onClick.AddListener(() => { faultChoicesClick(5); });
  194. faultButtons[6].onClick.AddListener(() => { faultChoicesClick(6); });
  195. faultButtons[7].onClick.AddListener(() => { faultChoicesClick(7); });
  196. faultChoicePanel.SetActive(false);
  197. //$$$------------------------
  198. faultList.SetActive(false);
  199. }
  200. //$$$------------------------
  201. private void faultChoicesClick(int index)
  202. {
  203. foreach (var obj in netWordListFaultTips)
  204. {
  205. obj.SetActive(false);
  206. }
  207. foreach (var obj in lightModelFaultTips)
  208. {
  209. obj.SetActive(false);
  210. }
  211. faultSelectButtons.SetActive(false);
  212. foreach (var objs in faultChoices)
  213. {
  214. objs.SetActive(false);
  215. }
  216. GameMain.Event.Fire(this, FaultChoicesChangeEvent.Create(index));
  217. faultChoices[index].SetActive(true);
  218. faultChoicePanel.SetActive(true);
  219. faultList.SetActive(false);
  220. }
  221. private void InitFaultTips()
  222. {
  223. netWordListFaultTips = new GameObject[7];
  224. for (int i = 0; i < netWordListFaultTips.Length; i++)
  225. {
  226. netWordListFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step1_{i}").gameObject;
  227. netWordListFaultTips[i].SetActive(false);
  228. }
  229. lightModelFaultTips = new GameObject[6];
  230. for (int i = 0; i < lightModelFaultTips.Length; i++)
  231. {
  232. lightModelFaultTips[i] = _faultPanel.transform.Find($"Doc/BG/Step2_{i}").gameObject;
  233. lightModelFaultTips[i].SetActive(false);
  234. }
  235. faultTools = _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>();
  236. faultTools.localPosition = new Vector3(1120, 0, 0);
  237. faultSelectButtons = _faultPanel.transform.Find($"FixButton").gameObject;
  238. lyqButton = _faultPanel.transform.Find("FixButton/Verlist/lyqButton").GetComponent<Button>();
  239. jhjButton = _faultPanel.transform.Find("FixButton/Verlist/jhjButton").GetComponent<Button>();
  240. wxButton = _faultPanel.transform.Find("FixButton/Verlist/wxButton").GetComponent<Button>();
  241. wkButton = _faultPanel.transform.Find("FixButton/Verlist/wkButton").GetComponent<Button>();
  242. lyqButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Net_SelectFaultItemEvent.Create(Net_FaultType.router)); });
  243. jhjButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Net_SelectFaultItemEvent.Create(Net_FaultType.exchangeBoard)); });
  244. wxButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Net_SelectFaultItemEvent.Create(Net_FaultType.lightModel)); });
  245. wkButton.onClick.AddListener(() => { GameMain.Event.Fire(this, Net_SelectFaultItemEvent.Create(Net_FaultType.netWorkCard)); });
  246. faultSelectButtons.SetActive(false);
  247. faultToolList = faultTools.GetComponent<Net_FaultToolList>();
  248. }
  249. protected override void OnClose(bool isShutdown, object userData)
  250. {
  251. base.OnClose(isShutdown, userData);
  252. GameMain.Event.Unsubscribe(ReStart_IT_TrainStudyEvent.EventId, ReSetTrainUI);
  253. GameMain.Event.Unsubscribe(IT_TrainStudyDoneEvent.EventId, OnIT_TrainStudyDone);
  254. GameMain.Event.Unsubscribe(Net_TrainStudyShowTargetInfoEvent.EventId, ChangeTargetMessage);
  255. GameMain.Event.Unsubscribe(Net_FaultNextEvent.EventId, OnGetNet_FaultNext);
  256. }
  257. private async void ChangeToLearn(bool force = false, float delayTime = 0.0f)
  258. {
  259. tarinList.SetActive(false);
  260. _faultDoneTips.SetActive(false);
  261. faultList.SetActive(false);
  262. if (_currentType == IT_TrainModelType.learn && !force)
  263. return;
  264. if (SceneManager.GetActiveScene().name != "TrainStudy2")
  265. SceneManager.LoadScene("TrainStudy2");
  266. tarinList.SetActive(false);
  267. await Task.Delay((int)(delayTime * 1000));
  268. GameMain.Event.Fire(this, Net_TrainStudyStateEvent.Create(false));
  269. GameMain.Event.Fire(this, Net_StartLearnTargetInfoEvent.Create());
  270. _currentType = IT_TrainModelType.learn;
  271. _learnButton.image.sprite = learnModelButtonImg[1];
  272. _trainButton.image.sprite = trainModelButtonImg[0];
  273. _faultButton.image.sprite = bugModelButtonImg[0];
  274. _trainPanel.SetActive(false);
  275. _learnPanel.SetActive(true);
  276. _faultPanel.SetActive(false);
  277. tarinList.SetActive(false);
  278. //$$$------------------------
  279. faultChoicePanel.SetActive(false);
  280. }
  281. private void ChangeToTrain()
  282. {
  283. faultList.SetActive(false);
  284. tarinList.SetActive(true);
  285. if (_currentType == IT_TrainModelType.train)
  286. return;
  287. _learnPanel.SetActive(false);
  288. _faultPanel.SetActive(false);
  289. _learnButton.image.sprite = learnModelButtonImg[0];
  290. _trainButton.image.sprite = trainModelButtonImg[1];
  291. _faultButton.image.sprite = bugModelButtonImg[0];
  292. _currentType = IT_TrainModelType.train;
  293. if (SceneManager.GetActiveScene().name != "TrainStudy2_1")
  294. SceneManager.LoadScene("TrainStudy2_1");
  295. //_trainPanel.SetActive(true);
  296. //$$$------------------------
  297. faultChoicePanel.SetActive(false);
  298. }
  299. private void ChangeToFault(bool force = false)
  300. {
  301. tarinList.SetActive(false);
  302. faultList.SetActive(true);
  303. if (_currentType == IT_TrainModelType.fault && !force)
  304. return;
  305. GameMain.Event.Fire(this, Net_TrainStudyStateEvent.Create(false));
  306. GameMain.Event.Fire(this, Net_StartLearnTargetInfoEvent.Create(false));
  307. _learnButton.image.sprite = learnModelButtonImg[0];
  308. _trainButton.image.sprite = trainModelButtonImg[0];
  309. _faultButton.image.sprite = bugModelButtonImg[1];
  310. _faultPanel.SetActive(true);
  311. _trainPanel.SetActive(false);
  312. _learnPanel.SetActive(false);
  313. _currentType = IT_TrainModelType.fault;
  314. _faultPanel.transform.Find($"Doc").gameObject.SetActive(false);
  315. _faultPanel.transform.Find($"FixButton").gameObject.SetActive(false);
  316. _faultPanel.transform.Find($"Tools").GetComponent<RectTransform>().localPosition = new Vector3(1120, 0, 0);
  317. if (SceneManager.GetActiveScene().name != "TrainStudy2_3" || force)
  318. SceneManager.LoadScene("TrainStudy2_3");
  319. //$$$------------------------
  320. faultChoicePanel.SetActive(false);
  321. }
  322. private void ChangeTargetMessage(object sender, GameEventArgs e)
  323. {
  324. Net_TrainStudyShowTargetInfoEvent args = (Net_TrainStudyShowTargetInfoEvent)e;
  325. switch (args._Type)
  326. {
  327. case NetHardWaryType.LYQ:
  328. nameText.text = "路由器";
  329. messageText.text = LYQMessage;
  330. if (!messagePanel.activeSelf)
  331. {
  332. messagePanel.SetActive(true);
  333. }
  334. break;
  335. case NetHardWaryType.JHJ:
  336. nameText.text = "交换机";
  337. messageText.text = JHJMessage;
  338. if (!messagePanel.activeSelf)
  339. {
  340. messagePanel.SetActive(true);
  341. }
  342. break;
  343. case NetHardWaryType.FWQ:
  344. nameText.text = "浪潮服务器";
  345. messageText.text = FWQMessage;
  346. if (!messagePanel.activeSelf)
  347. {
  348. messagePanel.SetActive(true);
  349. }
  350. break;
  351. case NetHardWaryType.none:
  352. messagePanel.SetActive(false);
  353. break;
  354. }
  355. }
  356. private void ReSetTrainUI(object sender, GameEventArgs e)
  357. {
  358. _trainDoneTips.SetActive(false);
  359. }
  360. private void OnIT_TrainStudyDone(object sender, GameEventArgs e)
  361. {
  362. _faultDoneTips.SetActive(true);
  363. ChangeToFault(true);
  364. //GameMain.UI.OpenUIForm("Tips", "Pop");
  365. }
  366. private void OnGetNet_FaultNext(object sender, GameEventArgs e)
  367. {
  368. Net_FaultNextEvent args = (Net_FaultNextEvent)e;
  369. _faultPanel.transform.Find($"Doc").gameObject.SetActive(true);
  370. switch (args.FaultType)
  371. {
  372. case Net_FaultType.netWorkCard:
  373. for (int i = 0; i < netWordListFaultTips.Length; i++)
  374. {
  375. netWordListFaultTips[i].SetActive(false);
  376. }
  377. netWordListFaultTips[args.stepIndex].SetActive(true);
  378. if (args.stepIndex == 0)
  379. {
  380. for (int i = 0; i < lightModelFaultTips.Length; i++)
  381. {
  382. lightModelFaultTips[i].SetActive(false);
  383. }
  384. faultSelectButtons.SetActive(true);
  385. faultTools.localPosition = new Vector3(1120, 0, 0);
  386. faultToolList.ReSetToolList(1);
  387. }
  388. else
  389. {
  390. if (args.stepIndex == 2)
  391. {
  392. faultToolList.ShowChassisCover();
  393. }
  394. if (args.stepIndex == 3)
  395. {
  396. faultToolList.ShowNetWordCard();
  397. }
  398. faultSelectButtons.SetActive(false);
  399. faultTools.localPosition = new Vector3(920, 0, 0);
  400. }
  401. break;
  402. case Net_FaultType.lightModel:
  403. for (int i = 0; i < lightModelFaultTips.Length; i++)
  404. {
  405. lightModelFaultTips[i].SetActive(false);
  406. }
  407. lightModelFaultTips[args.stepIndex].SetActive(true);
  408. if (args.stepIndex == 0)
  409. {
  410. for (int i = 0; i < netWordListFaultTips.Length; i++)
  411. {
  412. netWordListFaultTips[i].SetActive(false);
  413. }
  414. faultSelectButtons.SetActive(true);
  415. faultTools.localPosition = new Vector3(1120, 0, 0);
  416. faultToolList.ReSetToolList(0);
  417. }
  418. else
  419. {
  420. if (args.stepIndex == 2)
  421. {
  422. faultToolList.ShowOpticalFiber();
  423. }
  424. if (args.stepIndex == 3)
  425. {
  426. faultToolList.ShowLightModel();
  427. }
  428. faultSelectButtons.SetActive(false);
  429. faultTools.localPosition = new Vector3(920, 0, 0);
  430. }
  431. break;
  432. }
  433. }
  434. }