void OnOKBtnClickCallback(int index) { //Debug.LogError("OnOKBtnClickCallback"); ClickDispatcher.Inst.EnableClick = true; PeopleManager.Instance.Reset(); ChooseDo.Instance.ResetAll(); HighLightCtrl.GetInstance().OffAllObjs(); UIManager.Instance.GetUI <SwapUI>("SwapUI").ResetUI(); GlobalEntity.GetInstance().RemoveAllListeners(ClickDispatcher.mEvent.DoClick); //上一个阶段处理 Debug.LogFormat((string.Format(" 当前阶段: {0} ", (ModelTasks)index))); ModelTasks mt = FlowModel.GetInstance().CurrFlowTask.FlowEnumID; FlowModel.GetInstance().RemovePrefabFromMem(mt.ToString()); //跳转阶段 FlowTask ft = FlowModel.GetInstance().CurrFlowTask; ft = FlowModel.GetInstance().FindFlowTask((ModelTasks)index); FlowModel.GetInstance().CurrFlowTask = ft; StringBuilder sb = new StringBuilder("Prefabs/").Append(ft.FlowEnumID.ToString()).Append("/").Append(ft.FlowEnumID.ToString()); GameObject module = ResManager.GetPrefab(sb.ToString()); FlowModel.GetInstance().PushPrefabToMem(ft.FlowEnumID.ToString(), module); }
public static FlowTask New(ModelTasks _enumId, string _name, int _no, FlowStepState _state) { FlowTask ft = new FlowTask(); ft.FlowEnumID = _enumId; ft.thisFlowStepName = _name; ft.thisFlowNo = _no; ft.thisFlowStepState = _state; return(ft); }
private void OnFlowStepFinished(ModelTasks mt) { ////Debug.LogError(mt.ToString());s //FlowModel.GetInstance().RemovePrefabFromMem(mt.ToString()); //FlowModel.GetInstance().NextFlowTask(); //FlowTask ft = FlowModel.GetInstance().CurrFlowTask; //StringBuilder sb = new StringBuilder("Prefabs/").Append(ft.FlowEnumID.ToString()).Append("/").Append(ft.FlowEnumID.ToString()); //GameObject module = ResManager.GetPrefab(sb.ToString()); //FlowModel.GetInstance().PushPrefabToMem(ft.FlowEnumID.ToString(), module); }
/// <summary> /// 查找指定流程步骤 /// </summary> /// <param name="modeltask"></param> /// <returns></returns> public FlowTask FindFlowTask(ModelTasks modeltask) { return(FlowTaskList.Find((item) => { return item.FlowEnumID == modeltask; })); }