| | |
| | | var tempUi = Newtonsoft.Json.JsonConvert.DeserializeObject<Common.SceneUI>(valueData);
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| | |
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| | | //获取场景里面的全部目标(2019.11.05追加操作,有可能那个设备是由场景嵌套来的,所以它有可能不属于任何房间)
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| | | foreach (var data in tempUi.AddSceneMemberDataList)
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| | | foreach (var data in tempUi.AdjustTargetList)
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| | | {
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| | | //设备
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| | | if (data.Type == 0)
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| | |
| | | /// <returns></returns>
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| | | public void GetSceneDeviceList(Common.SceneUI scene, HashSet<string> listCheck, List<Common.SceneUI> listSceneUI, List<CommonDevice> listDevice)
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| | | {
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| | | foreach (var data in scene.AddSceneMemberDataList)
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| | | foreach (var data in scene.AdjustTargetList)
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| | | {
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| | | //设备
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| | | if (data.Type == 0)
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| | |
| | | /// <param name="listBindScene">绑定的场景对象</param>
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| | | private void GetSceneBindListKeys(Common.SceneUI scene, ref Dictionary<string, string> dicDeviceKeys, ref List<SceneUI> listBindScene)
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| | | {
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| | | foreach (var data in scene.AddSceneMemberDataList)
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| | | foreach (var data in scene.AdjustTargetList)
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| | | {
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| | | //设备
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| | | if (data.Type == 0)
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| | |
| | | /// <param name="listKeys">主键列表(设备和场景)</param>
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| | | private void GetSceneBindListKeys(Common.SceneUI scene, ref HashSet<string> listKeys)
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| | | {
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| | | foreach (var data in scene.AddSceneMemberDataList)
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| | | foreach (var data in scene.AdjustTargetList)
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| | | {
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| | | //设备
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| | | if (data.Type == 0)
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