Merge branch 'master' of https://git.code.tencent.com/jl-framework/rtss_simulation
# Conflicts: # jl-ecs-go
This commit is contained in:
commit
1180549f1d
@ -17,7 +17,7 @@ var (
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// 自复式拉起接通式按钮
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ResetUpBtn = ecs.NewTag()
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// 钥匙旋钮
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KeyKnobBtn = ecs.NewTag()
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KeyKnob = ecs.NewTag()
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)
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// 蜂鸣器驱动
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@ -32,11 +32,11 @@ var FMQDriveType = ecs.NewComponentType[FMQDrive]()
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type SpkElectronic struct {
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// 控制区
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SPKSXPLA_BTN *ecs.Entry
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SPKSX1J_BTN *ecs.Entry
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SPKSX3J_BTN *ecs.Entry
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SPKSX1J_KEY *ecs.Entry
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SPKSX3J_KEY *ecs.Entry
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SPKSSPLA_BTN *ecs.Entry
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SPKSS2J_BTN *ecs.Entry
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SPKSS4J_BTN *ecs.Entry
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SPKSS2J_KEY *ecs.Entry
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SPKSS4J_KEY *ecs.Entry
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// 表示区
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SPKSX1J *ecs.Entry
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@ -32,7 +32,7 @@ func NewButtonEntity(w ecs.World, data *repository.Button, entityMap map[string]
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case proto.Button_Reset_Up:
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btnType = component.ResetUpBtn
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case proto.Button_Key_Knob:
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btnType = component.KeyKnobBtn
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btnType = component.KeyKnob
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default:
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btnType = component.UnknowBtn
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}
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@ -43,8 +43,7 @@ func NewButtonEntity(w ecs.World, data *repository.Button, entityMap map[string]
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}
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// 创建蜂鸣器实体
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func NewFMQEntity(w ecs.World, data *repository.Fmq, entityMap map[string]*ecs.Entry) *ecs.Entry {
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uid := data.Id()
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func NewFMQEntity(w ecs.World, uid string, entityMap map[string]*ecs.Entry) *ecs.Entry {
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entry, ok := entityMap[uid]
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if !ok {
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entry = w.Entry(w.Create(component.FMQDriveType, component.BitStateType))
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@ -59,11 +58,12 @@ func loadSPKEntity(w ecs.World, entry *ecs.Entry, entityMap map[string]*ecs.Entr
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// 按钮组
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spk.SPKSXPLA_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SPKSSPLA_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SPKSX1J_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SPKSX3J_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SPKSS2J_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SPKSS4J_BTN = NewButtonEntity(w, nil, entityMap)
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spk.SDA = NewButtonEntity(w, nil, entityMap)
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// 钥匙
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spk.SPKSX1J_KEY = NewButtonEntity(w, nil, entityMap)
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spk.SPKSX3J_KEY = NewButtonEntity(w, nil, entityMap)
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spk.SPKSS2J_KEY = NewButtonEntity(w, nil, entityMap)
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spk.SPKSS4J_KEY = NewButtonEntity(w, nil, entityMap)
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// 继电器组
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spk.SPKSX1J = NewRelayEntity(w, nil, entityMap)
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spk.SPKSX3J = NewRelayEntity(w, nil, entityMap)
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@ -106,7 +106,7 @@ func loadEMPEntity(w ecs.World, entry *ecs.Entry, entityMap map[string]*ecs.Entr
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emp.XEMPD = NewLightHEntity(w)
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emp.SEMPD = NewLightHEntity(w)
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// 蜂鸣器
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emp.FMQ = NewFMQEntity(w, nil, entityMap)
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emp.FMQ = NewFMQEntity(w, "", entityMap)
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entry.AddComponent(component.EmpElectronicType, unsafe.Pointer(emp))
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entry.AddComponent(component.EmpCollectStateType, unsafe.Pointer(&component.EmpCollectState{}))
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return nil
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77
fi/ibp.go
Normal file
77
fi/ibp.go
Normal file
@ -0,0 +1,77 @@
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package fi
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import (
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"fmt"
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"joylink.club/ecs"
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"joylink.club/rtsssimulation/component"
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"joylink.club/rtsssimulation/entity"
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)
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// 按下按钮
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func PressDownButton(w ecs.World, id string) {
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w.Execute(func() {
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wd := entity.GetWorldData(w)
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entry, ok := wd.EntityMap[id]
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if ok {
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state := component.BitStateType.Get(entry)
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if entry.HasComponent(component.NoResetUpBtn) {
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state.Val = false
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} else if entry.HasComponent(component.ResetUpBtn) {
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state.Val = false
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} else {
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state.Val = true
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}
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} else {
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fmt.Printf("未找到id=%s的按钮\n", id)
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}
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})
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}
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// 抬起拉起按钮
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func PressUpButton(w ecs.World, id string) {
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w.Execute(func() {
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wd := entity.GetWorldData(w)
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entry, ok := wd.EntityMap[id]
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if ok {
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state := component.BitStateType.Get(entry)
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if entry.HasComponent(component.NoResetUpBtn) {
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state.Val = true
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} else if entry.HasComponent(component.ResetUpBtn) {
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state.Val = true
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} else {
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state.Val = false
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}
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} else {
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fmt.Printf("未找到id=%s的按钮\n", id)
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}
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})
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}
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// 修改钥匙旋钮关闭状态
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func PutKeyOff(w ecs.World, id string) {
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w.Execute(func() {
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wd := entity.GetWorldData(w)
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entry, ok := wd.EntityMap[id]
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if ok {
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state := component.BitStateType.Get(entry)
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state.Val = false
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} else {
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fmt.Printf("未找到id=%s的钥匙开关\n", id)
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}
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})
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}
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// 修改钥匙旋钮开启状态
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func PutKeyOn(w ecs.World, id string) {
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w.Execute(func() {
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wd := entity.GetWorldData(w)
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entry, ok := wd.EntityMap[id]
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if ok {
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state := component.BitStateType.Get(entry)
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state.Val = true
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} else {
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fmt.Printf("未找到id=%s的钥匙开关\n", id)
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}
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})
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}
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@ -172,7 +172,7 @@ message ElectronicComponentGroup {
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repeated string componentIds = 2; //组合内电子元件的id
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}
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// 按钮
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// 开关、按钮、旋钮
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message Button {
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enum ButtonType {
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Unknown = 0;
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@ -1,13 +0,0 @@
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package repository
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import "joylink.club/rtsssimulation/repository/model/proto"
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type Fmq struct {
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Identity
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}
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func NewFmq(id string) *Fmq {
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return &Fmq{
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Identity: identity{id, proto.DeviceType_DeviceType_FMQ},
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}
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}
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@ -39,14 +39,14 @@ func (ibp *IBPSys) Update(w ecs.World) {
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func (ibp *IBPSys) spkControl(entry *ecs.Entry, spkState *component.SpkElectronic) {
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spksxplaBtn := getBtnVal(spkState.SPKSXPLA_BTN)
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// spksx1j 通电状态
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setRelayTdVal(spkState.SPKSX1J, spksxplaBtn || getBtnVal(spkState.SPKSX1J_BTN))
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setRelayTdVal(spkState.SPKSX1J, spksxplaBtn || getBtnVal(spkState.SPKSX1J_KEY))
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// spksx3j 通电状态
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setRelayTdVal(spkState.SPKSX3J, spksxplaBtn || getBtnVal(spkState.SPKSX3J_BTN))
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setRelayTdVal(spkState.SPKSX3J, spksxplaBtn || getBtnVal(spkState.SPKSX3J_KEY))
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spkssplaBtn := getBtnVal(spkState.SPKSSPLA_BTN)
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// spkss2j 通电状态
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setRelayTdVal(spkState.SPKSS2J, spkssplaBtn || getBtnVal(spkState.SPKSS2J_BTN))
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setRelayTdVal(spkState.SPKSS2J, spkssplaBtn || getBtnVal(spkState.SPKSS2J_KEY))
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// spkss4j 通电状态
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setRelayTdVal(spkState.SPKSS4J, spkssplaBtn || getBtnVal(spkState.SPKSS4J_BTN))
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setRelayTdVal(spkState.SPKSS4J, spkssplaBtn || getBtnVal(spkState.SPKSS4J_KEY))
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}
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// 人员防护表示状态电路逻辑
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