using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using ZXK.UTility; using DG.Tweening; /******************************************************************************* *Create By CG *Function 训练控制 *******************************************************************************/ namespace ZXK.ZPS { public class TrainManager : MonoBehaviour { private DataItemModel _curTrainInfo = null; public DataItemModel _CurTrainInfo { get => _curTrainInfo; } private TrainBaseCtrl _curTrainBaseCtrl = null; [SerializeField] private PlayableDirector _WQBDirector = null; [SerializeField]//凿毛墙面 private Transform _zaoMaoTrans = null; [SerializeField]//搅拌机桶 private Transform _jiaobanjiTongTrans = null; [SerializeField]//旋转短支撑后显示数值 private TextMesh _rotDuanzhichengTxt = null; [SerializeField]//操作说明 private GameObject _OIGeo = null; public bool _ToolOpenState = false;//判断是否打开工具箱,控制语音文本生成位置 /// /// 判断是否可以自由控制摄像机, /// 如果允许自由切换摄像机,按键后才允许自由切换,否则并没有自由控制 /// private bool _freeCamera = false; private Transform _curCamera = null; private Transform _curCameraParent = null; private void Awake() { GameRoot.Instance._TrainMng = this; } private void Start() { _OIGeo.SetActive(true); _curCamera = Camera.main.transform; _curCameraParent = Camera.main.transform.parent; FreeCamera(true); } private void Update() { if (_freeCamera) { if (Input.GetMouseButton(1) || Input.mouseScrollDelta.y != 0 || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) { _curCameraParent.GetComponent().enabled = _freeCamera; _curCamera.GetComponent().enabled = !_freeCamera; } } } /// /// timeline播放 /// public void Play() { _WQBDirector.Play(); } /// /// timeline进度暂停 /// public void Pause() { _WQBDirector.Pause(); } /// /// 播放凿毛面效果 /// /// public void PlayZaoMao(bool play) { _zaoMaoTrans.GetComponent().material.SetFloat("_Height", 0.0f); _zaoMaoTrans.GetComponent().material.DOFloat(5.0f, "_Height",2.0f); } /// /// 搅拌机开始滚动 /// public void JiaobantongRot() { _jiaobanjiTongTrans.localRotation = Quaternion.Euler(0, 0, 0); _jiaobanjiTongTrans.DOLocalRotate(new Vector3(358.0f, 0, 0), 0.1f).SetLoops(-1, LoopType.Incremental); } /// /// 摄像机是否可控,是否处于闲置状态 /// /// public void FreeCamera(bool free) { _freeCamera = free; if (_freeCamera) {//父子结合 if (_curCamera.parent == _curCameraParent) { _curCamera.SetParent(null); } _curCameraParent.position = _curCamera.position; _curCameraParent.rotation = Quaternion.Euler(0, _curCamera.rotation.eulerAngles.y, 0); _curCamera.SetParent(_curCameraParent); } else {//父子分离 _curCamera.SetParent(null); } if (_freeCamera) return; _curCameraParent.GetComponent().enabled = free; _curCamera.GetComponent().enabled = !free; } /// /// 下一步 /// public void NextProcess() { GameRoot.Instance._DataUICtrl.NextProcess(); PopUpMng.PopAlert($"请点击下一个科目{GameRoot.Instance._CurFirstProcess}-{GameRoot.Instance._NextSecondProcess}", 100); } /// /// 结束当前timeline /// public void OverProcessLine() { _WQBDirector.Pause(); PopUpMng.PopAlert("", 0); if (GameRoot.Instance._CurType == EnumCtrl.Type.WQB) { PopUpMng.PopVoiceAlert("恭喜您完成“装配式剪力墙内墙板装配”任务", "实训结束", 2, 5); PopUpMng.PopToast("完成任务", "恭喜您完成“装配式剪力墙内墙板装配”任务", "返回", OverProcess); } else if (GameRoot.Instance._CurType == EnumCtrl.Type.DHB) { PopUpMng.PopVoiceAlert("恭喜您完成“装配式叠合板装配”任务", "实训结束", 2, 5); PopUpMng.PopToast("完成任务", "恭喜您完成“装配式叠合板装配”任务", "返回", OverProcess); } } private void OverProcess() { GameRoot.Instance.ReturnExit(); } public void OpenProcess(DataItemModel dataInfo) { _curTrainInfo = dataInfo; _curTrainBaseCtrl?.HideSecond(); GameRoot.Instance._DataUICtrl.AllowToolSubmin(true); string contentStr = $"欢迎进入\"{GameRoot.Instance._CurFirstProcess}-{GameRoot.Instance._CurSecondProcess}\"实训任务,请点击确定开始实训"; if(GameRoot.Instance._CurType == EnumCtrl.Type.WQB) PopUpMng.PopToast("开始实训", contentStr, "确定", EnterShowWQBHintInfo); else if (GameRoot.Instance._CurType == EnumCtrl.Type.DHB) PopUpMng.PopToast("开始实训", contentStr, "确定", EnterShowDHBHintInfo); } private void EnterShowWQBHintInfo() { string[] id = _curTrainInfo.ID.Split('-'); _curTrainBaseCtrl = transform.Find($"Type{id[0]}/First{id[1]}/Second{id[2]}").GetComponent(); _curTrainBaseCtrl.ShowSecond(); switch (id[1])//GameRoot.Instance._CurFirstProcess { case "0"://操作人员准备 switch (id[2]) { case "0"://安全防护准备 _WQBDirector.Stop(); _WQBDirector.initialTime = 0.1; GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; case "1"://操作人员认知 GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; } break; case "1"://构件质量检查 switch (id[2]) { case "0"://外观质量检查 _WQBDirector.Stop(); _WQBDirector.initialTime = 8; break; case "1"://预埋件检查 break; case "2"://灌浆孔检查 break; } break; case "2"://测量放线 switch (id[2]) { case "0"://距离测量 _WQBDirector.Stop(); _WQBDirector.initialTime = 1260/50.0f; break; case "1"://标记位置 break; case "2"://弹线 break; } break; case "3"://吊装准备 switch (id[2]) { case "0"://连接面处理 _WQBDirector.Stop(); _WQBDirector.initialTime = 1785 / 50.0f; break; case "1"://插筋检查 break; case "2"://插筋校正 break; case "3"://插筋核查 break; case "4"://插筋清理 break; } break; case "4"://标高控制 switch (id[2]) { case "0"://架设仪器 _WQBDirector.Stop(); _WQBDirector.initialTime = 2240 / 50.0f; break; case "1"://放置后视点 break; case "2": break; case "3": break; case "4": break; case "5": break; case "6": break; case "7": break; case "8": break; case "9": break; case "10": break; case "11": break; case "12": break; case "13": break; } break; case "5"://接缝处理 switch (id[2]) { case "0"://安装橡塑棉条 _WQBDirector.Stop(); _WQBDirector.initialTime = 3238 / 50.0f; break; } break; case "6"://支撑准备 switch (id[2]) { case "0"://长斜支撑准备 _WQBDirector.Stop(); _WQBDirector.initialTime = 3308 / 50.0f; break; case "1"://短斜支撑准备 break; } break; case "7"://坐浆准备 switch (id[2]) { case "0"://坐浆料制拌 _WQBDirector.Stop(); _WQBDirector.initialTime = 3405 / 50.0f; break; case "1"://吊运坐浆料 break; case "2"://坐浆 break; } break; case "8"://吊装试吊 switch (id[2]) { case "0"://吊具选型 _WQBDirector.Stop(); _WQBDirector.initialTime = 4140 / 50.0f; break; case "1"://核对构件信息 break; case "2"://挂钩 GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; case "3"://试吊起吊 break; } break; case "9"://墙板吊装就位 switch (id[2]) { case "0"://墙板就位 _WQBDirector.Stop(); _WQBDirector.initialTime = 6810 / 50.0f; break; case "1"://安装斜支撑 break; case "2"://紧固斜支撑 break; } break; case "10"://构件调整 switch (id[2]) { case "0"://左右位置调整 _WQBDirector.Stop(); _WQBDirector.initialTime = 7505 / 50.0f; break; case "1"://核查前后位置 break; case "2"://前后位置调整 GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; case "3"://垂直度检查 break; case "4"://平整度检查 break; case "5"://紧固斜向支撑 break; } break; case "11"://取钩 switch (id[2]) { case "0"://取钩 _WQBDirector.Stop(); _WQBDirector.initialTime = 8395 / 50.0f; break; } break; case "12"://分仓封堵 switch (id[2]) { case "0"://分仓封堵 _WQBDirector.Stop(); _WQBDirector.initialTime = 8520 / 50.0f; break; } break; } _WQBDirector.Play(); //if (!Camera.main.GetComponent().enabled) //{ // Transform targetTranPos = GameObject.Find($"CM ClearShot1/CM vcam{id[1]}{id[2]}0").transform; // Debug.Log("目标地址:" + targetTranPos.name); // Camera.main.transform.DOMove(targetTranPos.position, 0.5f); // Camera.main.transform.DORotate(targetTranPos.rotation.eulerAngles, 0.5f); //} PopUpMng.PopVoiceAlert(_curTrainInfo.VoiceHint, GameRoot.Instance._CurSecondProcess, 2, 100); PopUpMng.PopAlert(_curTrainInfo.AnmHint, 100); } private void EnterShowDHBHintInfo() { string[] id = _curTrainInfo.ID.Split('-'); _curTrainBaseCtrl = transform.Find($"Type0/First{id[1]}/Second{id[2]}").GetComponent(); _curTrainBaseCtrl.ShowSecond(); switch (id[1])//GameRoot.Instance._CurFirstProcess { case "0"://构件质量检查 switch (id[2]) { case "0"://外观质量检查 _WQBDirector.Stop(); _WQBDirector.initialTime = 50 / 50.0f; break; case "1"://预埋件检查 _WQBDirector.Stop(); _WQBDirector.initialTime = 370 / 50.0f; break; } break; case "1"://施工准备 switch (id[2]) { case "0"://安全防护准备 _WQBDirector.Stop(); _WQBDirector.initialTime = 530 / 50.0f; GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; case "1"://操作人员认知 GameRoot.Instance._DataUICtrl.AllowToolSubmin(false); break; } break; case "2"://定位放线 switch (id[2]) { case "0"://构件信息核对 _WQBDirector.Stop(); _WQBDirector.initialTime = 900 / 50.0f; break; case "1"://测量放线 _WQBDirector.Stop(); _WQBDirector.initialTime = 2765 / 50.0f; break; case "2"://标高控制线 _WQBDirector.Stop(); _WQBDirector.initialTime = 3095 / 50.0f; break; } break; case "3"://搭设支撑 switch (id[2]) { case "0"://独立支撑三角撑 _WQBDirector.Stop(); _WQBDirector.initialTime = 3705 / 50.0f; break; case "1"://搭设支撑撑杆 _WQBDirector.Stop(); _WQBDirector.initialTime = 3765 / 50.0f; break; case "2"://安装支撑顶托 _WQBDirector.Stop(); _WQBDirector.initialTime = 3835 / 50.0f; break; case "3"://放置支撑龙骨 _WQBDirector.Stop(); _WQBDirector.initialTime = 3925 / 50.0f; break; case "4"://调整水平 _WQBDirector.Stop(); _WQBDirector.initialTime = 4055 / 50.0f; break; case "5"://放板边线、位置线 _WQBDirector.Stop(); _WQBDirector.initialTime = 4420 / 50.0f; break; } break; case "4"://吊装准备 switch (id[2]) { case "0"://吊具选择 _WQBDirector.Stop(); _WQBDirector.initialTime = 4655 / 50.0f; break; case "1"://连接构件 _WQBDirector.Stop(); _WQBDirector.initialTime = 4775 / 50.0f; break; case "2"://试吊 _WQBDirector.Stop(); _WQBDirector.initialTime = 4885 / 50.0f; break; } break; case "5"://起吊安装 switch (id[2]) { case "0"://构件吊装 _WQBDirector.Stop(); _WQBDirector.initialTime = 5005 / 50.0f; break; case "1"://叠合板安装 _WQBDirector.Stop(); _WQBDirector.initialTime = 5405 / 50.0f; break; case "2"://构件调整 _WQBDirector.Stop(); _WQBDirector.initialTime = 5520 / 50.0f; break; case "3"://摘吊钩 _WQBDirector.Stop(); _WQBDirector.initialTime = 5665 / 50.0f; break; } break; } _WQBDirector.Play(); //if (!Camera.main.GetComponent().enabled) //{ // Transform targetTranPos = GameObject.Find($"CM ClearShot1/CM vcam{id[1]}{id[2]}0").transform; // Debug.Log("目标地址:" + targetTranPos.name); // Camera.main.transform.DOMove(targetTranPos.position, 0.5f); // Camera.main.transform.DORotate(targetTranPos.rotation.eulerAngles, 0.5f); //} PopUpMng.PopVoiceAlert(_curTrainInfo.VoiceHint, GameRoot.Instance._CurSecondProcess, 2, 100); PopUpMng.PopAlert(_curTrainInfo.AnmHint, 100); } public void CloseProcess() { //for (int i = 0; i < transform.childCount; i++) //{ // for (int j = 0; j < transform.GetChild(i).childCount; j++) // { // for (int k = 0; k < transform.GetChild(0).GetChild(j).childCount; k++) // { // transform.GetChild(i).GetChild(j).GetChild(k).gameObject.SetActive(false);//关闭二级工序 // } // transform.GetChild(i).GetChild(j).gameObject.SetActive(false);//关闭一级工序 // } // transform.GetChild(i).gameObject.SetActive(false);//关闭类型 //} } public bool ToolSubmitBtn(List selectTool) { return _curTrainBaseCtrl.ToolSubmitBtn(selectTool); } private void OnDestroy() { SpeakManager.Instance.StopSpaek(); } } }