godot-psd-training/trainings/trainingCloseDoorFault/trainingCloseDoorFault.gd
2024-05-28 14:10:01 +08:00

206 lines
5.9 KiB
GDScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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。"
## 当前步骤操作
var stepOperation = []
## 步骤列表
var handleStep = [
{
"stepName": "步骤一站务员手指上行2号门门头灯站务员口呼上行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,
"playPath": "",
"notip": false,
},
{
"stepName": "步骤二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,
"playPath": "",
"notip": false,
},
{
"stepName": "值班员回复:收到。",
"stepOperation": [],
"play": true,
"playPath": "res://Assets/training_speech/sd.mp3",
"notip": true,
"next": false,
"checkVoice": ""
},
{
"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"],
"play": false,
"playPath": "",
"notip": false,
"next": false,
"checkVoice": ""
},
{
"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": [],
"next": true,
"waitTime": 3,
"play": false,
"playPath": "",
"notip": false,
"checkVoice": ""
},
{
"stepName": "步骤五: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,
"playPath": "",
"notip": false,
},
{
"stepName": "步骤六: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,
"playPath": "",
"notip": false,
},
{
"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"],
"next": false,
"play": false,
"playPath": "",
"notip": false,
"checkVoice": ""
},
{
"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": [],
"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,
"playPath": "res://Assets/training_speech/sd.mp3",
"notip": true,
"next": false,
"checkVoice": ""
},
{
"stepName": "实训已结束",
"stepOperation": [],
"play": false,
"playPath": "",
"notip": false,
"next": false,
"checkVoice": ""
},
]
## 步骤操作执行index
var stepOperationIndex = 0
## 步骤执行index
var stepIndex = 0
func _ready():
$TrainingDescDialog.title = trainingName
$TrainingDescDialog.updateSceneDesc(trainingDesc)
$TrainingDescDialog.grab_focus()
stepOperationIndex = 0
stepIndex = 0
## 弹框点击开始实训
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", closeScreenDoor)
$DepartTimer.start()
## 关闭屏蔽门
func closeScreenDoor():
$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
## 下一步
func nextStep():
if stepIndex < handleStep.size():
var step = handleStep[stepIndex]
stepIndex = stepIndex + 1
if step.notip == false and $total.trainingMode != TotalScene.Training_Mode.Exam:
$StepTip.updateOperationTip(step.stepName)
else:
$StepTip.updateOperationTip("")
if step.stepOperation.size() > 0: ## 如果步骤有具体操作进入操作并初始化
initStepOperation()
if step.next == true: ## 如果步骤为直接进入下一步 则延时进入定时器
$StepTimer.wait_time = step.waitTime
$StepTimer.one_shot = true
$StepTimer.connect("timeout", nextStep)
$StepTimer.start()
if step.checkVoice: ## 如果步骤有需检查语音
await $VoiceCommunication.speech_record_check(step.checkVoice)
nextStep()
if step.play: ## 如果步骤有需播放语音
var sound = load(step.playPath)
await $VoiceCommunication.play_reply(sound)
nextStep()
## 设置操作的node节点和特定模式下的提示
func setOperationNodeAndTip():
$total.currenNeedClickNode = stepOperation[stepOperationIndex]
if $total.trainingMode == TotalScene.Training_Mode.Teach:
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[stepOperation[stepOperationIndex]])
## 初始化步骤操作
func initStepOperation():
stepOperation = handleStep[stepIndex-1].stepOperation
stepOperationIndex = 0
setOperationNodeAndTip()
## 屏蔽门关闭成功
func _on_total_screen_door_close_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor1":
nextStep()
if screenDoor.name == "screenDoor2":
$total.trainLeave()
## 步骤操作节点点击正确
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()