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Merge branch 'DGJ' of ssh://192.168.3.110:3397/JH/pointcloud into DGJ

# Conflicts:
#	Assets/Prefabs/MainDargGames1.prefab
Dai Guangjun 3 years ago
parent
commit
099466ce64

+ 5 - 5
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+  <View  id="7" subtasks="清点相关配件" taskStatus="0" pos="excel_dikuang_2" content="扫描Serial Number,确认二维码与系统数据一致" mainSubtasks="附件" endResultViewPos="ResultView2" tag="1" code="SPF1P4Q21" />
+  <View  id="8" subtasks="扫描电源线二维码" taskStatus="0" pos="excel_dikuang_3" content="请人工对比ES LOGO是否有图改,表面有无损毁" mainSubtasks="附件" endResultViewPos="ResultView3" tag="2" code="0" />
+  <View  id="9" subtasks="扫描扫描适配器二维码 code" taskStatus="0" pos="excel_dikuang_4" content="扫描UPC code,确认二维码与系统数据一致" mainSubtasks="附件" endResultViewPos="ResultView4" tag="1" code="193386983477" />
+  <View  id="10" subtasks="扫描VGA CABLE二维码" taskStatus="0" pos="excel_dikuang_5" content="扫描IMEI,确认二维码与系统数据一致," mainSubtasks="附件" endResultViewPos="ResultView5" tag="1" code="015184006299197" />
+  <View  id="11" subtasks="扫描产品手册二维码" taskStatus="0" pos="excel_dikuang_6" content="请人工对比FCC logo是否有图改,表面有无损毁," mainSubtasks="附件" endResultViewPos="ResultView6" tag="2" code="0" />
+  <View  id="12" subtasks="扫描IJ45 二维码" taskStatus="0" pos="excel_dikuang_7" content="请人工对比是否与图片一致,正面X1 logo和ThinkPad logo,反面防火logo是否有图改,表面有无损毁" mainSubtasks="附件" endResultViewPos="ResultView7" tag="2" code="0" />
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+<?xml version="1.0"?>
+<BaseList>
+  <View  id="13" subtasks="进行产品配置检查" taskStatus="0" pos="excel_dikuang_1" content="请检查产品正面是否有X1图片和产品logo,是否有图改,
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+  <View  id="14" subtasks="请检查屏幕及双摄像头" taskStatus="0" pos="excel_dikuang_2" content="请检查设备内部显示屏幕是否有划痕与指纹印记,
+检查双摄像头是否有划痕" mainSubtasks="配置" endResultViewPos="ResultView2" tag="2" code="0" />
+  <View  id="15" subtasks="请检查掌托面-UPPER" taskStatus="0" pos="excel_dikuang_3" content="请检查设备掌托面-UPPER,确认触控板有弹性" mainSubtasks="配置" endResultViewPos="ResultView3" tag="2" code="0" />
+  <View  id="16" subtasks="请检查掌托右侧指纹识别" taskStatus="0" pos="excel_dikuang_4" content="请检查掌托右侧指纹识别,是否有划痕与指纹印记" mainSubtasks="配置" endResultViewPos="ResultView4" tag="2" code="0"  />
+  <View  id="17" subtasks="请检查掌托左侧Inter标签" taskStatus="0" pos="excel_dikuang_5" content="请检查掌托左侧Inter标签,是否有图改或者表面损毁" mainSubtasks="配置" endResultViewPos="ResultView5" tag="2" code="0" />
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+ 7 - 0
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+    rgba: 1358954495

+ 7 - 0
Assets/Resources/ResultView.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b569c6790eb7549498815dbbe69b0aa6
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 39 - 4
Assets/Resources/ScenesPrefab/Gongye.prefab

@@ -3067,7 +3067,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!4 &3686629967280414381
 Transform:
   m_ObjectHideFlags: 0
@@ -3141,7 +3141,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 355290b5ae025194ea4be9c374b36f15, type: 3}
   m_Name: 
   m_EditorClassIdentifier: 
-  functionInfos: []
 --- !u!1 &3686629967282912897
 GameObject:
   m_ObjectHideFlags: 0
@@ -39787,6 +39786,8 @@ GameObject:
   - component: {fileID: 4766986697094570340}
   - component: {fileID: 4873660539167447228}
   - component: {fileID: 4873211165250596114}
+  - component: {fileID: 8168073036716176445}
+  - component: {fileID: 5770740568776917254}
   m_Layer: 0
   m_Name: excel_grounp
   m_TagString: Untagged
@@ -39883,6 +39884,40 @@ MonoBehaviour:
   inspecyList: {fileID: 4873660539167447228}
   inspectListPanel: {fileID: 4873301956884772262}
   objParent: {fileID: 4769924472726728460}
+--- !u!114 &8168073036716176445
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4769880890734227844}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 49eb8c19dc6eea84cb9c4532d7fe1ead, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  inspectListObj: {fileID: 0}
+  xmldata: {fileID: 4900000, guid: 46b7e62c908a35148ad7b7f2e4065b29, type: 3}
+  inspecyList: {fileID: 4873660539167447228}
+  inspectListPanel: {fileID: 4873301956884772262}
+  objParent: {fileID: 4770026937369071540}
+--- !u!114 &5770740568776917254
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 4769880890734227844}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 66a31f619499996448af02e549294013, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  inspectListObj: {fileID: 0}
+  xmldata: {fileID: 4900000, guid: a00fe61b8f7251146ae97b6f35c14bc3, type: 3}
+  inspecyList: {fileID: 4873660539167447228}
+  inspectListPanel: {fileID: 4873301956884772262}
+  objParent: {fileID: 4769924808702586422}
 --- !u!1 &4769881239547311968
 GameObject:
   m_ObjectHideFlags: 0
@@ -71028,8 +71063,8 @@ MonoBehaviour:
   tagText_Two: {fileID: 4853515209103815830}
   text_Content: {fileID: 4853472871462506650}
   readWX: {fileID: 4873211165250596114}
-  readFJ: {fileID: 0}
-  readPZ: {fileID: 0}
+  readFJ: {fileID: 8168073036716176445}
+  readPZ: {fileID: 5770740568776917254}
   inspectList: {fileID: 4873660539167447228}
   show_Photo_Video_Model:
   - {fileID: 4770444372744774960}

+ 64 - 0
Assets/Resources/config/gongyedata.json

@@ -0,0 +1,64 @@
+{
+		"moduleID": 3,
+		"functionID": 2,
+		"defaultValue": 0,
+		"isShowState": 1,
+		"contentInfos": [{
+				"content": "检查USB3.0接口线"
+			},
+			{
+				"content": "检查F_PANEL接口线"
+			},
+			{
+				"content": "检查二维码"
+			},
+			{
+				"content": "检查风扇运转情况"
+			},
+			{
+				"content": "检查主板供电发光线"
+			},
+			{
+				"content": "打开设备包装"
+			},
+			{
+				"content": "清点相关配件"
+			},
+			{
+				"content": "扫描电源线二维码"
+			},
+			{
+				"content": "扫描扫描适配器二维码"
+			},
+			{
+				"content": "扫描VGA CABLE二维码"
+			},
+			{
+				"content": "扫描产品手册二维码"
+			},
+			{
+				"content": "扫描IJ45 二维码"
+			},
+			{
+				"content": "进行产品配置检查"
+			},
+			{
+				"content": "请检查屏幕及双摄像头"
+			},
+			{
+				"content": "请检查掌托面-UPPER"
+			},
+			{
+				"content": "请检查掌托右侧指纹识别"
+			},
+			{
+				"content": "扫请检查掌托左侧Inter标签"
+			},
+			{
+				"content": "请检查SN码与IMEI"
+			},
+			{
+				"content": "请检查底部windows标签"
+			}
+		]
+}

+ 7 - 0
Assets/Resources/config/gongyedata.json.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 42892e9c95ae87948a6fc94b58096e41
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 3
Assets/Script/OBESprite/InspectList.cs

@@ -46,8 +46,7 @@ public class InspectList : MonoBehaviour
                 ShowBaseListView("WaiXiang");
                 clickFrame.transform.DOMove(button[0].transform.position, 0.5f);
                 showTextTag(tagText[0]);
-
-                //inspectListPanel.taskIndex = 0;
+                inspectListPanel.ShowHandleClick(0);
                 break;
 
             case "buttonTag2":  //附件
@@ -55,7 +54,7 @@ public class InspectList : MonoBehaviour
                 clickFrame.transform.DOMove(button[1].transform.position, 0.5f);
                 showTextTag(tagText[1]);
 
-                // inspectListPanel.taskIndex = 7;
+                inspectListPanel.ShowHandleClick(5);
 
 
                 break;
@@ -64,6 +63,7 @@ public class InspectList : MonoBehaviour
                 ShowBaseListView("PeiZhi");
                 showTextTag(tagText[2]);
                 clickFrame.transform.DOMove(button[2].transform.position, 0.5f);
+                inspectListPanel.ShowHandleClick(12);
                 break;
         }
     }

+ 1 - 3
Assets/Script/OBESprite/InspectListButtonEvent.cs

@@ -10,15 +10,13 @@ public class InspectListButtonEvent : BaseView
     public string str = "clickBar";
     private FunctionInfo _engineeringFunction;
 
-    private GongYeContral GongYe;
+
 
     public override void Start()
     {
         isSelect = false;
         AddEvent();
         inspectListPanel = GameObject.Find("Notebook_grounp").GetComponent<InspectListPanel>();
-        GongYe = GameObject.Find("Gongye").GetComponent<GongYeContral>();
-        _engineeringFunction = GongYe.functionInfos.FirstOrDefault(f => f.moduleID == 3 && f.functionID == 2);
     }
 
     public override void OnClick(BaseEventData data)

+ 84 - 93
Assets/Script/OBESprite/InspectListPanel.cs

@@ -10,12 +10,6 @@ public class InspectListPanel : MonoBehaviour
 {
     public GongYeContral GongYe;
 
-    public static bool isBQREC = false;
-    public static string bQResult;
-
-    public static bool isWUPECB = false;
-    public static string wupcb;
-
     // Use this for initialization
     public static int taskIndex = 0;
     public List<GameObject> taskList = new List<GameObject>();
@@ -52,13 +46,32 @@ public class InspectListPanel : MonoBehaviour
 
     public int saoMa; //1 pass 2 no pass
     public int yuYin;//1 pass 2 no pass
-    private FunctionInfo _engineeringFunction;
-    private List<FunctionValue> _currFVList;
+    private List<FunctionValue> _currFVList;  //所有步骤
     private bool isBegain = true;//控制第一条待检测。
+
+    private bool m_IsFirstActiveTrue = true;
     private void Awake()
     {
 
     }
+
+    private void OnEnable()
+    {
+        if (!m_IsFirstActiveTrue)
+        {
+            PlaySounds(-2);
+            soundsAudioSource = Resources.Load("PlaySounds") as GameObject;
+            GameObject sounds = Instantiate(soundsAudioSource, soundsParent.transform.position, Quaternion.identity);
+            sounds.transform.parent = soundsParent.transform;
+            sounds.name = "playSounds0";
+            sounds.GetComponent<PlaySounds>().soundName = "sound0";
+
+            show_Photo_Video_Model[taskIndex].SetActive(false);  //将当前选中的步骤面板播放内容隐藏
+            isBegain = true;
+            StartInitialize();
+            StartCoroutine(StartshowHand());
+        }
+    }
     void Start()
     {
         PlaySounds(-2);
@@ -69,33 +82,27 @@ public class InspectListPanel : MonoBehaviour
         sounds.GetComponent<PlaySounds>().soundName = "sound0";
 
 
-        //BarScanEventCallback.logMBSRD += Testing_Pass_or_NoPass;
-        //WakeUpEventCallback.logWUECB += Testing_Pass_or_NoPass_YuYin;
         leftButton_show.gameObject.SetActive(false);
         rightButton_show.gameObject.SetActive(false);
-        GongYe.functionChangleAction += EngineeringFunctionChangler;
-        _engineeringFunction = GongYe.functionInfos.FirstOrDefault(f => f.moduleID == 3 && f.functionID == 2);
-        StartInitialize();
         // 克隆一份数据
-        _currFVList = GongYe.GetFunctionValues(_engineeringFunction.functionValues);
+        _currFVList = new List<FunctionValue>();
+        _currFVList.AddRange(GongYe.FunctionValues);
+        StartInitialize();
         StartCoroutine(StartshowHand());
 
-
-
-        //  StartCoroutine(StartUse(0f));//开始发送状态
     }
+
     /// <summary>
     /// 初始化项目
     /// </summary>
     private void StartInitialize()
     {
         taskIndex = 0;
-        for (int i = 0, count = _engineeringFunction.functionValues.Count; i < count; i++)
+        for (int i = 0, count = _currFVList.Count; i < count; i++)
         {
-            _engineeringFunction.functionValues[i].value = 0;
+            _currFVList[i].value = 0;
         }
-        _engineeringFunction.functionValues[0].isShow = true;
-        //GameManager.Instance.SendFunctionInfo2S(_engineeringFunction);
+        _currFVList[0].isShow = true;
     }
 
     IEnumerator StartshowHand()
@@ -107,20 +114,16 @@ public class InspectListPanel : MonoBehaviour
         }
     }
 
-    public void ShowHandleClick(int taskIndex)
-    {
-        SetEngineeringFunctionInfo(taskIndex);
-        SelectInspectResultButton();
-        ///ShowDetection(taskIndex);
-        //ShowContent(taskIndex);
-    }
     /// <summary>
-    /// 手动点击待检测状态
+    /// 根据传入的步骤ID显示当前步骤
     /// </summary>
-    public void ShowDetection(int taskIndex)
+    /// <param name="taskIndex">步骤ID</param>
+    public void ShowHandleClick(int taskIndex)
     {
         SetEngineeringFunctionInfo(taskIndex);
+        SelectInspectResultButton();
     }
+
     /// <summary>
     /// 状态
     /// </summary>
@@ -128,50 +131,29 @@ public class InspectListPanel : MonoBehaviour
     /// <param name="newValue"></param>
     private void SetEngineeringFunctionInfo(int index, int newValue)
     {
-        _engineeringFunction.functionValues[index].value = newValue;
         _currFVList[index].value = newValue;
-        //GameManager.Instance.SendFunctionInfo2S(_engineeringFunction);
     }
     // 是否选中(待检测状态)
     private void SetEngineeringFunctionInfo(int index)
     {
         isBegain = false;
-        foreach (var item in _engineeringFunction.functionValues)
+        foreach (var item in _currFVList)
         {
             item.isShow = item.index == index ? true : false;
             _currFVList[item.index].isShow = item.isShow;
         }
-        //GameManager.Instance.SendFunctionInfo2S(_engineeringFunction);
     }
+
     /// <summary>
-    /// 控制端点击事件
+    /// 刷新状态
     /// </summary>
-    private void RefreshInfo()
-    {
-        int _changeIndex = -1;
-        SelectInspectResultButton();
-        for (int i = 0, count = _engineeringFunction.functionValues.Count; i < count; i++)
-        {
-            if (_currFVList[i] != null)
-            {
-                if (_currFVList[i].value != _engineeringFunction.functionValues[i].value)
-
-                {
-                    _changeIndex = _engineeringFunction.functionValues[i].index;
-                    Debug.Log(_engineeringFunction.functionValues[i].index + " " + i);
-                    // 处理状态变化的逻辑
-                    RefreshState(_changeIndex, _currFVList[i].value, _engineeringFunction.functionValues[i].value);
-                    _currFVList[i].value = _engineeringFunction.functionValues[i].value;
-                    break;
-                }
-            }
-        }
-    }
-
+    /// <param name="changeIndex"></param>
+    /// <param name="prevValue"></param>
+    /// <param name="currValue"></param>
     private void RefreshState(int changeIndex, int prevValue, int currValue)
     {
         Debug.LogWarning($"当前改变的index {changeIndex}{prevValue} 改变为{currValue}");
-        taskList[changeIndex].GetComponent<InspectList_Button>().startInspect = (StartInspect)_engineeringFunction.functionValues[changeIndex].value;
+        taskList[changeIndex].GetComponent<InspectList_Button>().startInspect = (StartInspect)_currFVList[changeIndex].value;
         taskList[changeIndex].GetComponent<InspectList_Button>().SetBtnState();
         if (currValue == 2 || currValue == 3)
         {
@@ -185,8 +167,23 @@ public class InspectListPanel : MonoBehaviour
                     case StartInspect.qualified:
                     case StartInspect.Unqualified:
                         //选中状态
-                        SetEngineeringFunctionInfo(nextIndex);
-                        SelectInspectResultButton();
+                        if (nextIndex == 0)
+                        {
+                            inspectList.UserClick("buttonTag1");
+                        }
+                        else if (nextIndex == 5)
+                        {
+                            inspectList.UserClick("buttonTag2");
+                        }
+                        else if (nextIndex == 12)
+                        {
+                            inspectList.UserClick("buttonTag3");
+                        }
+                        else
+                        {
+                            SetEngineeringFunctionInfo(nextIndex);
+                            SelectInspectResultButton();
+                        }
                         break;
                     default:
                         break;
@@ -197,7 +194,6 @@ public class InspectListPanel : MonoBehaviour
                 MakeLastSound();//结算面板
             }
         }
-
     }
     /// <summary>
     /// 对应的步骤面板被选中
@@ -205,7 +201,7 @@ public class InspectListPanel : MonoBehaviour
     private void SelectInspectResultButton()
     {
         isBegain = false;
-        foreach (var item in _engineeringFunction.functionValues)
+        foreach (var item in _currFVList)
         {
             taskList[item.index].GetComponent<InspectList_Button>().OnSelect(item.isShow);
             show_Photo_Video_Model[item.index].SetActive(item.isShow);
@@ -221,13 +217,6 @@ public class InspectListPanel : MonoBehaviour
         }
     }
 
-    private void EngineeringFunctionChangler(int moduleID, int functionID, FunctionType functionType, List<FunctionValue> functionValues)
-    {
-        if (moduleID == 3 && functionID == 2 && functionType == FunctionType.FlowValue)
-        {
-            RefreshInfo();
-        }
-    }
     // Update is called once per frame
     void Update()
     {
@@ -249,28 +238,12 @@ public class InspectListPanel : MonoBehaviour
             rightButton.SetActive(false);
             rightButton_show.SetActive(false);
         }
-        if (isBQREC)
-        {
-
-            //if (BarScanEventCallback.logMBSRD != null)
-            //{
-            //    BarScanEventCallback.logMBSRD(bQResult);
-            //}
-
-            isBQREC = false;
-        }
-        if (isWUPECB)
-        {
-            //if (WakeUpEventCallback.logWUECB != null)
-            //{
-            //    WakeUpEventCallback.logWUECB(wupcb);
-            //}
-            isWUPECB = false;
-        }
-
-
     }
 
+    /// <summary>
+    /// 当点击中间页面的上一步、下一步按钮
+    /// </summary>
+    /// <param name="butoonName"></param>
     public void ButtonUserClick(string butoonName)
     {
         isBegain = false;
@@ -325,15 +298,11 @@ public class InspectListPanel : MonoBehaviour
             rightButton_show.gameObject.SetActive(false);
             isMakeSound = false;
         }
-        //  ShowContent(taskIndex);
 
 
     }
     void OnDestroy()
     {
-        GongYe.functionChangleAction -= EngineeringFunctionChangler;
-        //BarScanEventCallback.logMBSRD -= Testing_Pass_or_NoPass;
-        //WakeUpEventCallback.logWUECB -= Testing_Pass_or_NoPass_YuYin;
     }
 
     public void Testing_Pass_or_NoPass(String message)
@@ -543,6 +512,28 @@ public class InspectListPanel : MonoBehaviour
         }
         AudioManager.Instance.AudioGongYe_OBE_LanguageSounds(soundNames);
     }
+
+    private void OnDisable()
+    {
+        //关闭结算面板,显示内容面板
+        baseViewPanel.SetActive(true);//列表面板
+        contentPanel1.SetActive(true); //内容面板1
+        contentPanel2.SetActive(true);//内容面板2
+        settlementPanel.SetActive(false);//结算面板
+
+        //使所有步骤回归未检测状态
+        for (int i = 0; i < _currFVList.Count; i++)
+        {
+            taskList[i].GetComponent<InspectList_Button>().startInspect = StartInspect.Undetected;
+            taskList[i].GetComponent<InspectList_Button>().SetBtnState();
+        }
+        //左右按钮不可见
+        leftButton_show.gameObject.SetActive(false);
+        rightButton_show.gameObject.SetActive(false);
+        //回到外箱检测页面
+        inspectList.UserClick("buttonTag1");
+        m_IsFirstActiveTrue = false;
+    }
 }
 
 

+ 2 - 0
Assets/Script/OBESprite/InspectSettlementPanel.cs

@@ -99,6 +99,7 @@ public class InspectSettlementPanel : MonoBehaviour
                     startPos = ResultViewListParent_FuJian.Find(inspectList.taskList[i].GetComponent<InspectList_Button>().endResultViewPos).gameObject.transform;
                     GameObject obj = Instantiate(resultView, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, 0, 0));
                     obj.transform.parent = FuJianParent.transform;
+                    obj.transform.localEulerAngles = new Vector3(0f, -180f, 0f);
                     obj.name = "ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text;
                     obj.GetComponent<inspectResultList_Button>().SetText_ID(inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text);
                     obj.GetComponent<inspectResultList_Button>().SetText_Tag(inspectList.taskList[i].GetComponent<InspectList_Button>().text_name.text);
@@ -115,6 +116,7 @@ public class InspectSettlementPanel : MonoBehaviour
                     startPos = ResultViewListParent_PeiZhi.Find(inspectList.taskList[i].GetComponent<InspectList_Button>().endResultViewPos).gameObject.transform;
                     GameObject obj = Instantiate(resultView, new Vector3(startPos.position.x, startPos.position.y, startPos.position.z), Quaternion.Euler(0, 0, 0));
                     obj.transform.parent = PeiZhiParent.transform;
+                    obj.transform.localEulerAngles = new Vector3(0f, -180f, 0f);
                     obj.name = "ResultView" + inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text;
                     obj.GetComponent<inspectResultList_Button>().SetText_ID(inspectList.taskList[i].GetComponent<InspectList_Button>().text_num.text);
                     obj.GetComponent<inspectResultList_Button>().SetText_Tag(inspectList.taskList[i].GetComponent<InspectList_Button>().text_name.text);

+ 1 - 0
Assets/Scripts/MainDargGames/QHCControl.cs

@@ -22,6 +22,7 @@ public class QHCControl : MonoBehaviour
     void Start()
     {
         mesh_script = BrockObj.GetComponent<MeshSequencePlayer>();
+        BrockObj.SetActive(false);
 
         m_Button.onDown.AddListener(OnButtonDown);
     }

+ 45 - 93
Assets/TestGongYe/GongYeContral.cs

@@ -1,117 +1,69 @@
 using CCS.App;
-using System;
-using System.Collections;
 using System.Collections.Generic;
-using System.IO;
-using System.Runtime.Serialization;
-using System.Runtime.Serialization.Formatters.Binary;
 using UnityEngine;
+using LitJson;
 
 public class GongYeContral : MonoBehaviour
 {
-    /// <summary>
-    /// 功能状态发生变化
-    /// </summary>
-    public Action<int, int, FunctionType, List<FunctionValue>> functionChangleAction;
-
-
-    public List<FunctionInfo> functionInfos;
-    private ModuleFunctionData _moduleFunctionData;
-    private List<ModuleInfo> _moduleInfos;
-    public List<ModuleInfo> moduleInfos
+    private GongYeData m_GongYeData;
+    private List<FunctionValue> m_FunctionValues;
+    public List<FunctionValue> FunctionValues
     {
-        get { return _moduleInfos; }
-    }
-
-
-
-    public ModuleFunctionData ModuleFunctionData { get => _moduleFunctionData; }
-
-
-
-
-    private void Start()
-    {
-        _moduleFunctionData = JsonUtility.FromJson<ModuleFunctionData>(((Resources.Load("config/modulefunction")) as TextAsset).text);
-        _moduleFunctionData.modules.Sort(ModuleComparison);
-        _moduleInfos = _moduleFunctionData.modules.FindAll(m => m.moduleOpen == true);
-        for (int i = 0, count = _moduleInfos.Count; i < count; i++)
-        {
-            functionInfos.AddRange(_moduleInfos[i].functions.FindAll(f => f.isOpen == true));
-        }
-        List<FunctionInfo> tempFunctionInfos = functionInfos.FindAll(f => f.functionType == FunctionType.GotoScence || f.functionType == FunctionType.Switch || f.functionType == FunctionType.RangeValue);
-        for (int i = 0, count = tempFunctionInfos.Count; i < count; i++)
-        {
-            tempFunctionInfos[i].functionValues = new List<FunctionValue>();
-            FunctionValue fv = new FunctionValue();
-            fv.index = 0;
-            fv.isShow = true;
-            fv.value = tempFunctionInfos[i].defaultValue;
-            tempFunctionInfos[i].functionValues.Add(fv);
-        }
-        List<FunctionInfo> flowFunctionInfos = functionInfos.FindAll(f => f.functionType == FunctionType.FlowValue);
-        for (int i = 0, count = flowFunctionInfos.Count; i < count; i++)
+        get
         {
-            StepContentInfo sci = ModuleFunctionData.stepContentInfos.Find(f => f.moduleID == flowFunctionInfos[i].moduleID && f.functionID == flowFunctionInfos[i].functionID);
-            if (sci != null)
+            if (null == m_FunctionValues)
             {
-                List<FunctionValue> fvList = new List<FunctionValue>();
-                for (int j = 0, sciCount = sci.contentInfos.Count; j < sciCount; j++)
-                {
-                    FunctionValue fv = new FunctionValue();
-                    fv.index = j;
-                    fv.isShow = fv.index == flowFunctionInfos[i].defaultValue ? true : false;
-                    fv.value = 0;
-                    fvList.Add(fv);
-                }
-                flowFunctionInfos[i].functionValues = fvList;
+                m_FunctionValues = m_GongYeData.functionValues;
             }
+            return m_FunctionValues;
         }
+        set { m_FunctionValues = value; }
     }
 
-    public List<FunctionValue> GetFunctionValues(List<FunctionValue> functionValues)
+    void Start()
     {
-        List<FunctionValue> fvs = new List<FunctionValue>();
-        for (int i = 0, count = functionValues.Count; i < count; i++)
-        {
-            FunctionValue fv = Clone<FunctionValue>(functionValues[i]);
-            fvs.Add(fv);
-        }
-        return fvs;
+        GetData();
     }
 
-
-    public T Clone<T>(T RealObject)
+    // Update is called once per frame
+    void Update()
     {
 
-        using (Stream objectStream = new MemoryStream())
-        {
-            //利用 System.Runtime.Serialization序列化与反序列化完成引用对象的复制
-
-            IFormatter formatter = new BinaryFormatter();
-
-            formatter.Serialize(objectStream, RealObject);
-
-            objectStream.Seek(0, System.IO.SeekOrigin.Begin);
-
-            return (T)formatter.Deserialize(objectStream);
-
-        }
-
     }
 
-
-    private int ModuleComparison( ModuleInfo a, ModuleInfo b)
+    /// <summary>
+    /// 获取工业步骤内容信息
+    /// </summary>
+    private void GetData()
     {
-        if (a.sortWeight > b.sortWeight)
-            return 1;
-        else if (a.sortWeight < b.sortWeight)
-            return -1;
-        if (a.moduleID > b.moduleID)
-            return 1;
-        else if (a.moduleID < b.moduleID)
-            return -1;
-        return 0;
+        while (true)
+        {
+            m_GongYeData = JsonMapper.ToObject<GongYeData>(((Resources.Load("config/gongyedata")) as TextAsset).text);
+            if (m_GongYeData != null)
+            {
+                break;
+            }
+        }
+        List<FunctionValue> fvList = new List<FunctionValue>();
+        for (int i = 0; i < m_GongYeData.contentInfos.Count; i++)
+        {
+            FunctionValue fv = new FunctionValue();
+            fv.index = i;
+            fv.isShow = fv.index == m_GongYeData.defaultValue ? true : false;
+            fv.value = 0;
+            fvList.Add(fv);
+        }
+        m_GongYeData.functionValues = fvList;
     }
+}
 
+public class GongYeData
+{
+    public uint moduleID;
+    public uint functionID;
+    public int defaultValue;// 默认值
+    public int isShowState;
+    public List<FunctionValue> functionValues;
+    public List<ContentInfo> contentInfos;
 }
+