unityzgy/Assets/Scripts/ZFramwork/StepFrmework/ProcessManager.cs
ayuan9957 bf12e02276 feat: 多语言本地化系统 - 支持中/英/法/俄实时切换
- LocalizationManager: 新增翻译表(SetFormatted/SetDuration/LocalizeOperateMsg)
- LoginPanel: InputField placeholder本地化、字体颜色保持
- HistoryPanel: 用时数据本地化、placeholder本地化
- RecordDetailPanel: 操作详情消息本地化(LanguageChanged重建)
- AppraiseWindowBase: 评价等级本地化、操作消息重建
- EditorAppraiser: 所有评估消息改用InjectOperateMsgLocalized
- StudentOperateRecorder: 新增InjectOperateMsgLocalized方法
- LocalizationLanguageTestBar: 单例模式、ScreenSpaceOverlay筛选
- 字体切换时保留颜色和verticalOverflow
2026-07-16 10:05:59 +08:00

303 lines
9.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DevelopEngine;
using System;
using UnityEngine.Events;
/// <summary>
/// 流程管理 管理流程中所有的步骤 为步骤规划前置和后置关系 提供流程启动入口 提供流程反转功能
/// </summary>
public class ProcessManager : Singleton<ProcessManager>
{
ProcessEnum currentProcess;
List<StepRelation> stepRelations = new List<StepRelation>();//流程规划各步骤关系 后续使用Node编辑插件代替
//Dictionary<string, string> stepDic;//记录所有步骤前后关系的字典 key前置节点 value后置节点
Dictionary<string, StepNodeBase> stepNodesDic = new Dictionary<string, StepNodeBase>();//所有的可操作流程节点对应的虚拟物体
List<string> finishedStep = new List<string>();//当前已经完成的流程节点
bool planningOver;//流程规划完成
string currentLastStep;//当前流程最终步骤名称
string teardownLastStep;//拆卸流程结束步骤
string assembleLastStep;//安装流程结束步骤
UnityAction<ProcessEnum> processOverEvent;
/// <summary>
/// 流程中步骤结束事件
/// </summary>
public event UnityAction<string> StepOverEvent;
/// <summary>
/// 添加待管理的步骤
/// </summary>
/// <param name="stepNode"></param>
public void AddStep(StepNodeBase stepNode)
{
if (!stepNodesDic.ContainsKey(stepNode.NodeName))
{
stepNodesDic.Add(stepNode.NodeName, stepNode);
}
else
{
Debug.LogError($"存在名称重复的流程节点{stepNode.NodeName},无法加入管理队列!");
}
}
/// <summary>
/// 开始流程
/// </summary>
public void StartProcess(UnityAction<ProcessEnum> processOver = null)
{
this.processOverEvent = processOver;
finishedStep = new List<string>();
if (planningOver)
{
Debug.Log($"启动{currentProcess.ToString()}流程,当前流程最终步骤为{currentLastStep}");
foreach (var item in stepNodesDic)//先设置流程 后启动流程 避免某些节点激活时自动完成影响后续节点
{
item.Value.SetProcess(currentProcess);
}
foreach (var item in stepNodesDic)
{
item.Value.ProcessStart();
}
}
else
{
Debug.LogError("未完成流程规划 无法开始");
}
}
/// <summary>
/// 清空流程
/// </summary>
public void ClearProcess()
{
stepNodesDic.Clear();
stepRelations.Clear();
planningOver = false;
currentLastStep = null;
StepOverEvent = null;
}
/// <summary>
/// 初始化拆卸流程关系 安装流程直接反转
/// </summary>
/// <param name="stepRelations">所有节点的前后关系 </param>
/// <param name="lastStep">最终节点</param>
public void InitStepRelationDic(List<StepRelation> stepRelations, string teardownLastStep, string assembleLastStep)
{
this.stepRelations = stepRelations;
this.teardownLastStep = teardownLastStep;
this.assembleLastStep = assembleLastStep;
CheckStep();
}
/// <summary>
/// 设置流程类型
/// </summary>
/// <param name="processName"> 拆卸 OR 装配</param>
public void SetProcess(ProcessEnum processName)
{
currentProcess = processName;
switch (processName)
{
case ProcessEnum.teardown:
currentLastStep = teardownLastStep;
PlanningTeardownStep();
break;
case ProcessEnum.assemble:
currentLastStep = assembleLastStep;
PlanningAssembleStep();
break;
default:
break;
}
}
//规划流程
protected void PlanningTeardownStep()
{
for (int i = 0; i < stepRelations.Count; i++)
{
PlanningNodes(stepRelations[i].preconditionNodeName, stepRelations[i].postpositionNodeName);
}
planningOver = true;
}
//规划规划安装流程
protected void PlanningAssembleStep()
{
if (/*currentProcess == ProcessEnum.teardown &&*/ planningOver)//已经规划完拆卸流程
{
//翻转流程
ReversalProcess();
//currentLastStep = "三角木";
}
else
{
Debug.Log("安装流程需手动规划");
}
}
/// <summary>
/// 规划两个节点关系
/// </summary>
/// <param name="preconditionNodeName">前置节点名称</param>
/// <param name="postpositionNodeName">后置节点名称</param>
protected void PlanningNodes(string preconditionNodeName, string postpositionNodeName)
{
if (!stepNodesDic.ContainsKey(preconditionNodeName))
{
Debug.LogError($"场景中不存在节点:{preconditionNodeName}对应的操作物体,无法规划节点关系");
return;
}
if (!stepNodesDic.ContainsKey(postpositionNodeName))
{
Debug.LogError($"场景中不存在节点:{preconditionNodeName}对应的操作物体,无法规划节点关系");
return;
}
stepNodesDic[preconditionNodeName].postpositionNodes.Add(stepNodesDic[postpositionNodeName]);
stepNodesDic[postpositionNodeName].preconditionNodes.Add(stepNodesDic[preconditionNodeName]);
}
//记录完成节点
public void RecordFinisedStep(string finisedStep)
{
finishedStep.Add(finisedStep);
StepOverEvent?.Invoke(finisedStep);
if (finisedStep == currentLastStep)//
{
processOverEvent?.Invoke(currentProcess);
processOverEvent = null;//流程结束事件注册后只执行一次 注意不要在上一个环节结束事件回调函数中 直接直接开始新的步骤,会导致新的步骤结束事件被清空
}
}
//流程翻转
protected void ReversalProcess()
{
Debug.Log("反转流程");
foreach (var item in stepNodesDic)//遍历所有的步骤节点 退出节点激活状态 调换前置、后置步骤关系
{
List<StepNodeBase> tempSteps = item.Value.postpositionNodes;//
item.Value.ProcessStop();
item.Value.postpositionNodes = item.Value.preconditionNodes;
item.Value.preconditionNodes = tempSteps;
}
}
/// <summary>
/// 添加特定步骤的完成监听事件
/// </summary>
public void RegisterStepFinishedEvent(string stepName, UnityAction stepFinised)
{
if (stepNodesDic.ContainsKey(stepName))
{
stepNodesDic[stepName].NodeFinished += stepFinised;
}
else
{
Debug.LogError($"当前流程不存在{stepName}步骤,无法注册结束事件");
}
}
/// <summary>
/// 添加特定步骤的完成监听事件
/// </summary>
public void RemoveStepFinishedEvent(string stepName, UnityAction stepFinised)
{
if (stepNodesDic.ContainsKey(stepName))
{
stepNodesDic[stepName].NodeFinished -= stepFinised;
}
else
{
Debug.LogError($"当前流程不存在{stepName}步骤,无法注销结束事件");
}
}
/// <summary>
/// 遍历配置步骤检查是否缺少对应的实现步骤
/// </summary>
public void CheckStep()
{
List<string> nullStepNames = new List<string>();
for (int i = 0; i < stepRelations.Count; i++)
{
if (!stepNodesDic.ContainsKey(stepRelations[i].postpositionNodeName))
{
nullStepNames.Add(stepRelations[i].postpositionNodeName);
}
if (!stepNodesDic.ContainsKey(stepRelations[i].preconditionNodeName))
{
nullStepNames.Add(stepRelations[i].preconditionNodeName);
}
}
for (int i = 0; i < nullStepNames.Count; i++)
{
Debug.LogWarning($"未实现的规划步骤:{nullStepNames[i]}");
}
}
/// <summary>
/// 获取当前未完成的步骤给与提示
/// </summary>
/// <returns></returns>
public List<string> GetUnFinishedtep()
{
List<string> allName = new List<string>();
foreach (var item in stepNodesDic)
{
if (item.Value.stepState == NodeFinishState.unFinished)
{
allName.Add(item.Key);
}
}
return allName;
}
}
//流程名称
public enum ProcessEnum
{
/// <summary>
/// 拆卸流程
/// </summary>
teardown = 1,
/// <summary>
/// 组装流程
/// </summary>
assemble = 2,
}
//步骤关系类
public class StepRelation
{
/// <summary>
///
/// </summary>
/// <param name="preName">前置节点</param>
/// <param name="postName">后置节点</param>
public StepRelation(string preName, string postName)
{
preconditionNodeName = preName;
postpositionNodeName = postName;
}
/// <summary>
/// 前置节点
/// </summary>
public string preconditionNodeName;
/// <summary>
/// 后置节点
/// </summary>
public string postpositionNodeName;
}