godot-psd-training/trainings/trainingPinchPeopleFault/trainingPinchPeopleFault.gd
joylink_fanyuhong 5b00560960 实训调整
2024-05-31 18:48:25 +08:00

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GDScript
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extends Node
## 实训名称
@export var trainingName: String = "实训"
## 场景描述
@export var trainingDesc: String = "场景描述"
var stepOperation = []
var handleStep = [
{
"stepName": "步骤一站务员手指上行2号门。站务员口呼上行2号门夹人。",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "上行2号门夹人。"
},
{
"stepName": "步骤二:站务员按下上行站台紧急停车按钮(阻止列车出站)。",
"stepOperation": ["JJTC","JJTC_Key","confirmUseKey","JJTCRightRotate","JJTCButton","JJTCCloseBox","JJTCLeftRotate"],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": ""
},
{
"stepName": "步骤三站务员用对讲机汇报值班员值班员上行2号站台门、车门夹人已按下上行紧急停车按钮。",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "值班员上行2号站台门、车门夹人已按下上行紧急停车按钮。"
},
{
"stepName": "值班员回复站务员:收到。",
"stepOperation": [],
"next": false,
"checkVoice": "",
"play": true,
"playPath": "res://Assets/training_speech/sd.mp3",
"stepTip": false,
},
{
"stepName": "步骤四:站务员对讲机联系行值:车控室,上行站台是否扣车?",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "车控室,上行站台是否扣车?"
},
{
"stepName": "行值对讲机回复:上行站台已扣车。",
"stepOperation": [],
"next": false,
"checkVoice": "",
"play": true,
"playPath": "res://Assets/training_speech/trainingPinchPeopleFault/sxztykc.mp3",
"stepTip": false,
},
{
"stepName": "步骤五:站务员按压联动开门按钮,打开车门和站台门。",
"stepOperation": ["PSL","interconnectedOpenButton"],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": ""
},
{
"stepName": "步骤六:站务员帮助乘客脱困(书包带现象消失)。站务员按压联动关门按钮,关闭车门和站台门。",
"stepOperation": ["interconnectedCloseButton"],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": ""
},
{
"stepName": "步骤七:确认站台门关闭后,口呼:站台门已关闭。",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "站台门已关闭。"
},
{
"stepName": "步骤八:站务员对讲机联系值班员:值班员,现场处置完毕,请恢复上行紧急停车及扣车。",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "值班员,现场处置完毕,请恢复上行紧急停车及扣车。"
},
{
"stepName": "值班员对讲机回复站务员:收到,恢复上行紧急停车及扣车。",
"stepOperation": [],
"next": false,
"play": true,
"playPath": "res://Assets/training_speech/trainingPinchPeopleFault/sdhfsxjttcjkc.mp3",
"stepTip": false,
"checkVoice": ""
},
{
"stepName": "值班员对讲机联系站务员:上行紧急停车已恢复,请协助发车。",
"stepOperation": [],
"next": false,
"play": true,
"playPath": "res://Assets/training_speech/trainingPinchPeopleFault/sxjjtcyhfqxzfc.mp3",
"stepTip": false,
"checkVoice": ""
},
{
"stepName": "步骤九:站务员对讲机回复:收到",
"stepOperation": [],
"next": false,
"play": false,
"playPath": "",
"stepTip": true,
"checkVoice": "收到。"
},
{
"stepName": "实训已完成!",
"stepOperation": [],
"next": false,
"checkVoice": "",
"play": false,
"playPath": "",
"stepTip": true,
},
]
## 步骤操作执行index
var stepOperationIndex = 0
## 步骤执行index
var handleStepIndex = 0
func _ready():
$TrainingDescDialog.title = trainingName
$TrainingDescDialog.updateSceneDesc(trainingDesc)
$TrainingDescDialog.grab_focus()
stepOperationIndex = 0
handleStepIndex = 0
func _on_training_desc_dialog_start_training():
$total.trainComeAndOpenScreenDoor()
$total.setAssignScreenDoorsPinchPeopleFault([TotalScene.ScreenDoor_name.screenDoor2])
func nextStep():
if handleStepIndex < handleStep.size():
var step = handleStep[handleStepIndex]
handleStepIndex = handleStepIndex + 1
if step.stepTip == true and $total.trainingMode != TotalScene.Training_Mode.Exam:
$StepTip.updateOperationTip(step.stepName)
if step.stepOperation.size() > 0:
initStepOperation()
if step.next == true:
$StepTimer.connect("timeout", nextStep)
$StepTimer.start()
if step.checkVoice:
await $VoiceCommunication.speech_record_check(step.checkVoice)
nextStep()
if step.play:
var sound = load(step.playPath)
await $VoiceCommunication.play_reply(sound)
nextStep()
if step.stepName == "实训已完成!":
$total.trainLeave()
func setOperationNodeAndTip():
$total.currenNeedClickNode = stepOperation[stepOperationIndex]
if $total.trainingMode == TotalScene.Training_Mode.Teach:
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[stepOperation[stepOperationIndex]])
func initStepOperation():
stepOperation = handleStep[handleStepIndex-1].stepOperation
stepOperationIndex = 0
setOperationNodeAndTip()
##与站台交互点击信号
func _on_total_current_click_check_signal(isCorrect):
if isCorrect:
if $total.currentClickNode == 'JJTCLeftRotate' :
nextStep()
elif $total.currentClickNode == 'interconnectedOpenButton' :
$total.removeAssignScreenDoorsFault([TotalScene.ScreenDoor_name.screenDoor2])
screenDoor2.peopleWalkToPlatform()
clickInterconnectedOpenButton = true
$total.openScreenDoor()
elif $total.currentClickNode == 'interconnectedCloseButton' :
clickInterconnectedCloseButton = true
$total.closeScreenDoor()
stepOperationIndex = stepOperationIndex + 1
$StepJudgment.hideError()
if stepOperationIndex < stepOperation.size():
setOperationNodeAndTip()
else:
$TrainTip.setTrainingTip('')
else:
if $total.trainingMode != TotalScene.Training_Mode.Exam:
$StepJudgment.showError()
##开门信号
var clickInterconnectedOpenButton = false
var screenDoor2 = null
func _on_total_screen_door_open_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor2" and screenDoor2 == null :
screenDoor2 = screenDoor
if screenDoor.name == "screenDoor1" and !clickInterconnectedOpenButton:
$CloseScreenDoorTimer.start()
elif screenDoor.name == "screenDoor1" and clickInterconnectedOpenButton:
nextStep()
clickInterconnectedOpenButton = false
##关门信号
var clickInterconnectedCloseButton = false
func _on_total_screen_door_close_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor1" and !clickInterconnectedCloseButton:
$sayPinchPeopleTimer.start()
elif screenDoor.name == "screenDoor1" and clickInterconnectedCloseButton:
nextStep()
clickInterconnectedCloseButton = false
func _on_close_screen_door_timer_timeout() -> void:
$total.closeScreenDoor()
func _on_say_pinch_people_timer_timeout() -> void:
handleStepIndex = 0
nextStep()
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()