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。"
var currentStep = []
var handleStep = [{"stepName": "步骤一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": [],},
{"stepName": "步骤二:值班员回复:收到。", "stepOperation": []},
{"stepName": "步骤三站务员用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"]},
{"stepName": "步骤四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": []},
{"stepName": "步骤五:站务员口呼:门头灯熄灭,关门成功。", "stepOperation": ["LCB3LeftRotate"]},
{"stepName": "步骤六:站务员口呼:故障门处置完毕。", "stepOperation": []},
{"stepName": "步骤七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"]},
{"stepName": "步骤八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": []},
{"stepName": "步骤九:值班员回复:收到。", "stepOperation": []},
]
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var stepIndex = 0
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func _ready():
$TrainingDescDialog.title = trainingName
$TrainingDescDialog.updateSceneDesc(trainingDesc)
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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():
$total.closeScreenDoor()
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func load_mp3(path):
var file = FileAccess.open(path, FileAccess.READ)
var sound = AudioStreamMP3.new()
sound.data = file.get_buffer(file.get_length())
return sound
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func _on_total_screen_door_close_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor1":
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$StepTip.updateOperationTip(handleStep[0].stepName)
#var sound = load_mp3("res://Assets/training_speech/gmgz/2hmgmgz.mp3")
#await $VoiceCommunication.play_reply(sound)
#$total.currenNeedClickNode = currentStep[stepIndex]
#if $total.trainingMode == TotalScene.Training_Mode.Teach:
#$TrainTip.setTrainingTip($total.allClickEquipmentInfo[currentStep[stepIndex]])
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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()
func _input(event):
if event is InputEventKey:
if event.pressed:
if event.keycode == KEY_SPACE: # 检查是否按下了空格键
$VoiceCommunication.speech_record_check(event.keycode)
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func _on_total_current_click_check_signal(isCorrect):
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if isCorrect:
stepIndex = stepIndex + 1
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$StepJudgment.hideError()
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if stepIndex < currentStep.size():
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$total.currenNeedClickNode = currentStep[stepIndex]
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if $total.trainingMode == TotalScene.Training_Mode.Teach:
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[currentStep[stepIndex]])
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else:
$TrainTip.setTrainingTip('')
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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()