extends Node ## 实训名称 @export var trainingName: String = "实训" ## 场景描述 @export var trainingDesc: String = "列车关门作业,突发单个站台门未正常关闭。" 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, "checkVoice": "" }, { "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, "checkVoice": "" }, { "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, "checkVoice": "" }, { "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, "checkVoice": "" }, { "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, "checkVoice": "" }, ] var stepOperationIndex = 0 var stepIndex = 0 func _ready(): $TrainingDescDialog.title = trainingName $TrainingDescDialog.updateSceneDesc(trainingDesc) stepOperationIndex = 0 stepIndex = 0 func _on_training_desc_dialog_start_training(): $total.trainComeAndOpenScreenDoor() $total.setAssignScreenDoorsCloseFault([TotalScene.ScreenDoor_name.screenDoor2]) $DepartTimer.wait_time = 15 $DepartTimer.one_shot = true $DepartTimer.connect("timeout", depart) $DepartTimer.start() func depart(): $total.closeScreenDoor() 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 func nextStep(): if stepIndex < handleStep.size(): var step = handleStep[stepIndex] stepIndex = stepIndex + 1 if step.notip == false: $StepTip.updateOperationTip(step.stepName) else: $StepTip.updateOperationTip("") 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: await $VoiceCommunication.speech_record_check(step.checkVoice) nextStep() 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-1].stepOperation stepOperationIndex = 0 setOperationNodeAndTip() func _on_total_screen_door_close_confirm_signal(screenDoor): if screenDoor.name == "screenDoor1": nextStep() if screenDoor.name == "screenDoor2": var sound3 = load_mp3("res://Assets/training_speech/gmgz/mtdxm.mp3") await $VoiceCommunication.play_reply(sound3) $total.trainLeave() func _on_total_current_click_check_signal(isCorrect): if isCorrect: stepOperationIndex = stepOperationIndex + 1 $StepJudgment.hideError() if stepOperationIndex < stepOperation.size(): setOperationNodeAndTip() else: $TrainTip.setTrainingTip('') nextStep() else: if $total.trainingMode != TotalScene.Training_Mode.Exam: $StepJudgment.showError() 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()