godot-psd-training/trainings/trainingCloseDoorFault/trainingCloseDoorFault.gd

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GDScript3
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extends Node
## 实训名称
@export var trainingName: String = "实训"
## 场景描述
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@export var trainingDesc: String = "列车关门作业,突发单个站台门未正常关闭。"
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var stepOperation = []
var handleStep = [
{
"stepName": "步骤一站务员手指上行2号门门头灯",
"stepOperation": [],
"next": true,
"waitTime": 3,
"play": false,
"notip": false,
"checkVoice": ""
},
{
"stepName": "步骤二站务员口呼上行2号门门头灯亮关门故障。",
"stepOperation": [],
"next": false,
"checkVoice": "上行2号门门头灯亮关门故障。",
"play": false,
"notip": false,
},
{
"stepName": "步骤三站务员用对讲机汇报值班员值班员上行2号门关门故障使用LCB关闭站台门。", "stepOperation": [],
"next": false,
"checkVoice": "值班员上行2号门关门故障使用LCB关闭站台门。",
"play": false,
"notip": false,
},
{
"stepName": "值班员回复:收到。",
"stepOperation": [],
"play": true,
"notip": true,
"next": false,
},
{
"stepName": "步骤四站务员用LCB钥匙1号将故障门2号门的LCB转至“关门”位置。",
"stepOperation": ["LCB2","LCB_Key1","confirmUseKey","LCB2RightRotate"],
"play": false,
"notip": false,
"next": false,
},
{
"stepName": "步骤五站务员确认故障门关闭。站务员手指上行2号门门头灯和上行2号站台门。", "stepOperation": [],
"next": true,
"waitTime": 3,
"play": false,
"notip": false,
},
{
"stepName": "步骤六:站务员口呼:门头灯熄灭,关门成功。",
"stepOperation": [],
"checkVoice": "门头灯熄灭,关门成功。",
"next": false,
"play": false,
"notip": false,
},
{
"stepName": "步骤七:站务员口呼:故障门处置完毕。",
"stepOperation": [],
"checkVoice":"故障门处置完毕",
"next": false,
"play": false,
"notip": false,
},
{
"stepName": "步骤八列车出清站台后站务员用LCB钥匙1号将故障门2号门的LCB转至“自动”位置取出钥匙。",
"stepOperation": ["LCB2LeftRotate","removeKeyOfWindowLCB2"],
"next": false,
"play": false,
"notip": false,
},
{
"stepName": "步骤九站务员用对讲机汇报值班员值班员上行2号门故障已处理完毕。",
"stepOperation": [],
"checkVoice":"值班员上行2号门故障已处理完毕。",
"next": false,
"play": false,
"notip": false,
},
{
"stepName": "值班员回复:收到。",
"stepOperation": [],
"play": true,
"notip": false,
"next": false,
},
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]
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var stepOperationIndex = 0
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var stepIndex = 0
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func _ready():
$TrainingDescDialog.title = trainingName
$TrainingDescDialog.updateSceneDesc(trainingDesc)
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stepOperationIndex = 0
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stepIndex = 0
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func _on_training_desc_dialog_start_training():
$total.trainComeAndOpenScreenDoor()
$total.setAssignScreenDoorsCloseFault([TotalScene.ScreenDoor_name.screenDoor2])
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$DepartTimer.wait_time = 15
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$DepartTimer.one_shot = true
$DepartTimer.connect("timeout", depart)
$DepartTimer.start()
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func depart():
$total.closeScreenDoor()
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func load_mp3(path):
var file = FileAccess.open(path, FileAccess.READ)
var sound = AudioStreamMP3.new()
sound.data = file.get_buffer(file.get_length())
return sound
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func nextStep():
if stepIndex < handleStep.size():
var step = handleStep[stepIndex]
stepIndex = stepIndex + 1
print(step,'2')
$StepTip.updateOperationTip(step.stepName)
if step.stepOperation.size() > 0:
initStepOperation()
if step.next == true:
$StepTimer.wait_time = 2
$StepTimer.one_shot = true
$StepTimer.connect("timeout", nextStep)
$StepTimer.start()
if step.checkVoice:
print('speech_record_check')
$VoiceCommunication.speech_record_check(step.checkVoice)
if step.play:
var sound = load_mp3("res://Assets/training_speech/sd.mp3")
await $VoiceCommunication.play_reply(sound)
nextStep()
func setOperationNodeAndTip():
$total.currenNeedClickNode = stepOperation[stepOperationIndex]
if $total.trainingMode == TotalScene.Training_Mode.Teach:
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[stepOperation[stepOperationIndex]])
func initStepOperation():
stepOperation = handleStep[stepIndex].stepOperation
stepOperationIndex = 0
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func _on_total_screen_door_close_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor1":
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nextStep()
print('screenDoor')
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if screenDoor.name == "screenDoor2":
var sound3 = load_mp3("res://Assets/training_speech/gmgz/mtdxm.mp3")
await $VoiceCommunication.play_reply(sound3)
$total.trainLeave()
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func _on_total_current_click_check_signal(isCorrect):
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if isCorrect:
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stepOperationIndex = stepOperationIndex + 1
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$StepJudgment.hideError()
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if stepOperationIndex < stepOperation.size():
setOperationNodeAndTip()
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else:
$TrainTip.setTrainingTip('')
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nextStep()
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else:
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if $total.trainingMode != TotalScene.Training_Mode.Exam:
$StepJudgment.showError()
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func _on_confirm_dialog_two_cancel():
get_tree().paused = false
func _on_confirm_dialog_two_confirm():
get_tree().paused = false
get_tree().reload_current_scene()
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func _on_voice_communication_speech_recognition_successed() -> void:
print('111111111111')
nextStep()