| | |
| | | foreach (var sceneui in listDelete)
|
| | | {
|
| | | //执行删除
|
| | | this.RemoveScene(sceneui);
|
| | | this.DeleteLocalScene(sceneui);
|
| | | }
|
| | |
|
| | | return true;
|
| | |
| | | return null;
|
| | | }
|
| | | NewScenesId = result1.getSceneIdData.NewScenesId;
|
| | | }
|
| | | else
|
| | | {
|
| | | //虚拟场景ID
|
| | | NewScenesId = Convert.ToInt32(DateTime.Now.ToString("HHmmss"));
|
| | | }
|
| | | //添加执行目标
|
| | | var listSuccess = await this.AddTargetToScene(NewScenesId, listAdjustTarget);
|
| | |
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 删除场景(这个只移除内存)
|
| | | /// 添加虚拟场景
|
| | | /// </summary>
|
| | | /// <param name="scene"></param>
|
| | | public void DeleteSceneFromRoom(Room i_room, SceneUI scene)
|
| | | /// <param name="sceneId">指定场景id,如果为-1,则会内部自动编号(可能会重复)</param>
|
| | | /// <param name="sceneName">场景名字</param>
|
| | | /// <param name="listAdjustTarget">绑定目标</param>
|
| | | /// <returns></returns>
|
| | | public SceneUI AddVirtualScene(int sceneId, string sceneName, List<Scene.DeviceListData> listAdjustTarget)
|
| | | {
|
| | | //移除缓存
|
| | | if (i_room.ListSceneId.Contains(scene.Id) == true)
|
| | | if (sceneId == -1)
|
| | | {
|
| | | i_room.ListSceneId.Remove(scene.Id);
|
| | | i_room.Save();
|
| | | sceneId = Convert.ToInt32(DateTime.Now.ToString("HHmmss"));
|
| | | }
|
| | | }
|
| | | //创建场景对象
|
| | | var newScene = new SceneUI();
|
| | | newScene.Name = sceneName;
|
| | | newScene.IconPath = "SceneIcon/0.png";
|
| | | //虚拟场景ID
|
| | | newScene.Id = sceneId;
|
| | | if (listAdjustTarget != null)
|
| | | {
|
| | | newScene.AdjustTargetList.AddRange(listAdjustTarget);
|
| | | }
|
| | | //添加缓存
|
| | | newScene.Save();
|
| | | //加入缓存
|
| | | this.dicScenes[newScene.Id] = newScene;
|
| | |
|
| | | /// <summary>
|
| | | /// 删除搜藏场景
|
| | | /// </summary>
|
| | | /// <param name="scene"></param>
|
| | | public void DeleteLoveScene(SceneUI scene)
|
| | | {
|
| | | var nowRoom = HdlRoomLogic.Current.GetLoveRoom();
|
| | | //移除缓存
|
| | | if (nowRoom.ListSceneId.Contains(scene.Id) == true)
|
| | | {
|
| | | nowRoom.ListSceneId.Remove(scene.Id);
|
| | | nowRoom.Save();
|
| | | }
|
| | | return newScene;
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
| | | #region ■ 删除场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 移除场景--该仅进行了对本地场景数据的删除
|
| | | /// 删除本地场景数据
|
| | | /// </summary>
|
| | | /// <param name="sceneUI">Scene user interface.</param>
|
| | | public void RemoveScene(SceneUI sceneUI)
|
| | | public void DeleteLocalScene(SceneUI sceneUI)
|
| | | {
|
| | | //移除缓存
|
| | | this.dicScenes.Remove(sceneUI.Id);
|
| | |
| | | }
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 删除场景(这个只移除内存)
|
| | | /// </summary>
|
| | | /// <param name="scene"></param>
|
| | | public void DeleteSceneFromRoom(Room i_room, SceneUI scene)
|
| | | {
|
| | | //移除缓存
|
| | | if (i_room.ListSceneId.Contains(scene.Id) == true)
|
| | | {
|
| | | i_room.ListSceneId.Remove(scene.Id);
|
| | | i_room.Save();
|
| | | }
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 删除搜藏场景
|
| | | /// </summary>
|
| | | /// <param name="scene"></param>
|
| | | public void DeleteLoveScene(SceneUI scene)
|
| | | {
|
| | | var nowRoom = HdlRoomLogic.Current.GetLoveRoom();
|
| | | //移除缓存
|
| | | if (nowRoom.ListSceneId.Contains(scene.Id) == true)
|
| | | {
|
| | | nowRoom.ListSceneId.Remove(scene.Id);
|
| | | nowRoom.Save();
|
| | | }
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 获取场景___________________________
|