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| | |
| | | using Shared.Common;
|
| | | using System;
|
| | | using System.Collections.Generic;
|
| | | using System.Text;
|
| | | using System.Threading.Tasks;
|
| | | using ZigBee.Device;
|
| | |
|
| | | namespace Shared.Phone.UserCenter
|
| | | {
|
| | | /// <summary>
|
| | | /// 场景的逻辑
|
| | | /// </summary>
|
| | | public class HdlSceneLogic
|
| | | {
|
| | | #region ■ 变量声明___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 场景的逻辑
|
| | | /// </summary>
|
| | | private static HdlSceneLogic m_Current = null;
|
| | | /// <summary>
|
| | | /// 场景的逻辑
|
| | | /// </summary>
|
| | | public static HdlSceneLogic Current
|
| | | {
|
| | | get
|
| | | {
|
| | | if (m_Current == null)
|
| | | {
|
| | | m_Current = new HdlSceneLogic();
|
| | | }
|
| | | return m_Current;
|
| | | }
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 场景对象
|
| | | /// </summary>
|
| | | private Dictionary<int, SceneUI> dicScenes = new Dictionary<int, SceneUI>();
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 刷新场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 从本地刷新场景
|
| | | /// </summary>
|
| | | public void ReFreshByLocal()
|
| | | {
|
| | | //清空场景
|
| | | this.dicScenes.Clear();
|
| | | //获取全部文件
|
| | | var listFile = this.GetAllSceneFile();
|
| | | foreach (string fileName in listFile)
|
| | | {
|
| | | try
|
| | | {
|
| | | var jsonInfo = Encoding.UTF8.GetString(Global.ReadFileByHomeId(fileName));
|
| | | var tempScene = Newtonsoft.Json.JsonConvert.DeserializeObject<SceneUI>(jsonInfo);
|
| | | if (tempScene == null)
|
| | | {
|
| | | continue;
|
| | | }
|
| | | this.dicScenes[tempScene.Id] = tempScene;
|
| | | }
|
| | | catch(Exception ex)
|
| | | {
|
| | | HdlLogLogic.Current.WriteLog(ex);
|
| | | try
|
| | | {
|
| | | //删掉错误文件
|
| | | Global.DeleteFilebyHomeId(fileName);
|
| | | }
|
| | | catch { }
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 刷新本地的全部场景
|
| | | /// </summary>
|
| | | public async Task<bool> RefreshSceneUIList()
|
| | | {
|
| | | //获取网关存在的场景
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| | | var sceneList = await ZigBee.Device.Scene.GetSceneListAsync();
|
| | | if (sceneList == null)
|
| | | {
|
| | | return false;
|
| | | }
|
| | | var listEsxit = new HashSet<int>();
|
| | | foreach (var scene in sceneList)
|
| | | {
|
| | | if (scene == null)
|
| | | {
|
| | | continue;
|
| | | }
|
| | | listEsxit.Add(scene.ScenesId);
|
| | | }
|
| | |
|
| | | var listDelete = new List<SceneUI>();
|
| | | foreach (var scId in this.dicScenes.Keys)
|
| | | {
|
| | | if (listEsxit.Contains(scId) == false)
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| | | {
|
| | | //删除的对象
|
| | | listDelete.Add(this.dicScenes[scId]);
|
| | | }
|
| | | }
|
| | | foreach (var sceneui in listDelete)
|
| | | {
|
| | | //执行删除
|
| | | this.RemoveScene(sceneui);
|
| | | }
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| | |
|
| | | return true;
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 添加场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 添加新场景到网关(返回null代表出错)
|
| | | /// </summary>
|
| | | /// <param name="sceneName">场景名称</param>
|
| | | /// <param name="listAdjustTarget">执行目标</param>
|
| | | /// <returns></returns>
|
| | | public async Task<SceneUI> AddNewSceneToGateway(string sceneName, List<Scene.DeviceListData> listAdjustTarget)
|
| | | {
|
| | | var result1 = await Scene.GetSceneNewIdAsync(sceneName);
|
| | | //共通错误检测
|
| | | string error = HdlCheckLogic.Current.CheckCommonErrorCode(result1);
|
| | | if (error != null)
|
| | | {
|
| | | this.ShowErrorMsg(error);
|
| | | return null;
|
| | | }
|
| | | if (result1 == null || result1.getSceneIdData == null)
|
| | | {
|
| | | //添加场景失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.AddSceneFail);
|
| | | //拼接上【网关回复超时】的Msg
|
| | | msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result1);
|
| | | this.ShowTipMsg(msg1);
|
| | | return null;
|
| | | }
|
| | | //添加执行目标
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| | | var listSuccess = await this.AddTargetToScene(result1.getSceneIdData.NewScenesId, listAdjustTarget);
|
| | | if (listSuccess == null)
|
| | | {
|
| | | return null;
|
| | | }
|
| | |
|
| | | //创建场景对象
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| | | var newScene = new SceneUI();
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| | | newScene.Name = sceneName;
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| | | newScene.Id = result1.getSceneIdData.NewScenesId;
|
| | | newScene.AdjustTargetList.AddRange(listSuccess);
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| | | //添加缓存
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| | | newScene.Save();
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| | | //加入缓存
|
| | | this.dicScenes[newScene.Id] = newScene;
|
| | |
|
| | | return newScene;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 添加执行目标到指定的场景(返回成功添加的执行目标)
|
| | | /// </summary>
|
| | | /// <param name="sceneId">场景Id</param>
|
| | | /// <param name="listAdjustTarget">执行目标</param>
|
| | | /// <returns></returns>
|
| | | private async Task<List<Scene.DeviceListData>> AddTargetToScene(int sceneId, List<Scene.DeviceListData> listAdjustTarget)
|
| | | {
|
| | | var listSuccess = new List<Scene.DeviceListData>();
|
| | | for (int i = 0; i < listAdjustTarget.Count; i++)
|
| | | {
|
| | | var data = listAdjustTarget[i];
|
| | | var addData = new Scene.AddSceneMemberData();
|
| | | if (data.Type == 0)
|
| | | {
|
| | | //设备
|
| | | addData.Type = 0;
|
| | | addData.ScenesId = sceneId;
|
| | | addData.DeviceAddr = data.DeviceAddr;
|
| | | addData.Epoint = data.Epoint;
|
| | | addData.TaskList = data.TaskList;
|
| | | addData.DelayTime = 0;
|
| | | addData.MemberNumber = i + 1;
|
| | | }
|
| | | else if (data.Type == 1)
|
| | | {
|
| | | //场景
|
| | | addData.Type = 1;
|
| | | addData.ScenesId = sceneId;
|
| | | addData.ElseScenesId = data.ElseScenesId;
|
| | | addData.DelayTime = 0;
|
| | | addData.MemberNumber = i + 1;
|
| | | }
|
| | | else
|
| | | {
|
| | | //延时
|
| | | addData.Type = 2;
|
| | | addData.ScenesId = sceneId;
|
| | | addData.DelayTime = data.DelayTime;
|
| | | addData.MemberNumber = i + 1;
|
| | | }
|
| | |
|
| | | //添加新成员 返回结果
|
| | | var result2 = await Scene.AddSceneMemberAsync(addData);
|
| | | if (result2 == null || result2.addSceneMemberResponseData == null
|
| | | || result2.addSceneMemberResponseData.Result != 1)
|
| | | {
|
| | | continue;
|
| | | }
|
| | | //拥有成功的
|
| | | listSuccess.Add(data);
|
| | | }
|
| | | if (listSuccess.Count == 0)
|
| | | {
|
| | | //添加执行目标失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uAddAdjustTargetFail);
|
| | | this.ShowTipMsg(msg1);
|
| | | return null;
|
| | | }
|
| | | //如果不是全部成功的话,提示
|
| | | if (listSuccess.Count != listAdjustTarget.Count)
|
| | | {
|
| | | //个别执行目标添加失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uSomeAdjustTargetAddFail);
|
| | | this.ShowTipMsg(msg1);
|
| | | }
|
| | | return listSuccess;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 添加场景(这个单纯只改房间)
|
| | | /// </summary>
|
| | | /// <param name="scene">Scene.</param>
|
| | | public void AddSceneToRoom(Room i_room, SceneUI scene)
|
| | | {
|
| | | //添加缓存
|
| | | if (i_room.ListSceneId.Contains(scene.Id) == false)
|
| | | {
|
| | | i_room.ListSceneId.Add(scene.Id);
|
| | | i_room.Save();
|
| | | }
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 改变场景房间
|
| | | /// </summary>
|
| | | /// <param name="scene">场景对象</param>
|
| | | /// <param name="newRoomId">新的房间的ID</param>
|
| | | public void ChangedSceneRoom(SceneUI scene, string newRoomId)
|
| | | {
|
| | | var room = HdlRoomLogic.Current.GetRoomBySceneId(scene.Id);
|
| | | if (room != null)
|
| | | {
|
| | | //房间没有改变
|
| | | if (room.Id == newRoomId)
|
| | | {
|
| | | return;
|
| | | }
|
| | | //从房间中移除缓存
|
| | | this.DeleteSceneFromRoom(room, scene);
|
| | | }
|
| | | //添加进新房间
|
| | | var newRoom = HdlRoomLogic.Current.GetRoomById(newRoomId);
|
| | | this.AddSceneToRoom(newRoom, scene);
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 添加搜藏场景
|
| | | /// </summary>
|
| | | /// <param name="scene">Scene.</param>
|
| | | public void AddLoveScene(SceneUI scene)
|
| | | {
|
| | | var nowRoom = HdlRoomLogic.Current.GetLoveRoom();
|
| | | //添加缓存
|
| | | if (nowRoom.ListSceneId.Contains(scene.Id) == false)
|
| | | {
|
| | | nowRoom.ListSceneId.Add(scene.Id);
|
| | | nowRoom.Save();
|
| | | }
|
| | | }
|
| | |
|
| | | /// <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 ■ 修改场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 修改网关的场景
|
| | | /// </summary>
|
| | | /// <param name="sceneUI">场景对象</param>
|
| | | /// <param name="listAdjustTarget">全部的执行目标</param>
|
| | | /// <returns></returns>
|
| | | public async Task<bool> EditorSceneFromGateway(SceneUI sceneUI, List<Scene.DeviceListData> listAdjustTarget)
|
| | | {
|
| | | //先清空全部的执行目标
|
| | | var deleteData = new Scene.SceneRemoveMemberData();
|
| | | var deleteTargetData = new List<Scene.RemoveSceneDeviceListInfo>();
|
| | | for (int i = 0; i < sceneUI.AdjustTargetList.Count; i++)
|
| | | {
|
| | | var data = sceneUI.AdjustTargetList[i];
|
| | | var removeData = new Scene.RemoveSceneDeviceListInfo();
|
| | | if (data.Type == 0)
|
| | | {
|
| | | //设备
|
| | | removeData.Type = 0;
|
| | | removeData.DeviceAddr = data.DeviceAddr;
|
| | | removeData.Epoint = data.Epoint;
|
| | | removeData.MemberNumber = data.MemberNumber;
|
| | | }
|
| | | else if (data.Type == 1)
|
| | | {
|
| | | //场景
|
| | | removeData.Type = 1;
|
| | | removeData.ElseScenesId = data.ElseScenesId;
|
| | | removeData.MemberNumber = data.MemberNumber;
|
| | | }
|
| | | else
|
| | | {
|
| | | //延时
|
| | | removeData.Type = 2;
|
| | | removeData.DelayTime = data.DelayTime;
|
| | | removeData.MemberNumber = data.MemberNumber;
|
| | | }
|
| | | //拥有成功的
|
| | | deleteTargetData.Add(removeData);
|
| | | }
|
| | | deleteData.DeviceList = deleteTargetData;
|
| | | deleteData.ScenesId = sceneUI.Id;
|
| | | //执行清空
|
| | | var result = await Scene.RemoveSceneMemberAsync(deleteData);
|
| | | if (result == null || result.removeSceneMemberResponseData == null)
|
| | | {
|
| | | //初始化执行目标失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uInitAdjustTargetFail);
|
| | | //拼接上【网关回复超时】的Msg
|
| | | msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result);
|
| | | this.ShowTipMsg(msg1);
|
| | | return false;
|
| | | }
|
| | | if (result.removeSceneMemberResponseData.Result != 0)
|
| | | {
|
| | | //初始化执行目标失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uInitAdjustTargetFail);
|
| | | this.ShowTipMsg(msg1);
|
| | | return false;
|
| | | }
|
| | | //清空场景的执行目标列表的缓存
|
| | | sceneUI.AdjustTargetList.Clear();
|
| | |
|
| | | //然后重新添加
|
| | | var listSuccess = await this.AddTargetToScene(sceneUI.Id, listAdjustTarget);
|
| | | if (listSuccess == null)
|
| | | {
|
| | | return false;
|
| | | }
|
| | | sceneUI.AdjustTargetList.AddRange(listSuccess);
|
| | | sceneUI.Save();
|
| | |
|
| | | return true;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 修改网关的场景名称
|
| | | /// </summary>
|
| | | /// <param name="scene">场景对象</param>
|
| | | /// <param name="newName">新的名字</param>
|
| | | /// <returns></returns>
|
| | | public async Task<bool> EditorSceneNameFromGateway(SceneUI scene, string newName)
|
| | | {
|
| | | var result1 = await Scene.RenameSceneAsync(scene.Id, newName);
|
| | | //共通错误检测
|
| | | string error = HdlCheckLogic.Current.CheckCommonErrorCode(result1);
|
| | | if (error != null)
|
| | | {
|
| | | this.ShowErrorMsg(error);
|
| | | return false;
|
| | | }
|
| | | if (result1 == null || result1.sceneRenameResponseData == null)
|
| | | {
|
| | | //修改场景名称失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uEditorSceneNameFail);
|
| | | //拼接上【网关回复超时】的Msg
|
| | | msg1 = UserCenterLogic.CombineGatewayTimeOutMsg(msg1, result1);
|
| | | this.ShowTipMsg(msg1);
|
| | | return false;
|
| | | }
|
| | | if (result1.sceneRenameResponseData.Result == 2)
|
| | | {
|
| | | //目标场景不存在
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uTargetSceneIsNotExsit);
|
| | | this.ShowTipMsg(msg1);
|
| | | return false;
|
| | | }
|
| | | if (result1.sceneRenameResponseData.Result != 1)
|
| | | {
|
| | | //修改场景名称失败
|
| | | string msg1 = Language.StringByID(R.MyInternationalizationString.uEditorSceneNameFail);
|
| | | this.ShowTipMsg(msg1);
|
| | | return false;
|
| | | }
|
| | | return true;
|
| | | }
|
| | |
|
| | | #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
|
| | | /// </summary>
|
| | | /// <param name="sceneUI">Scene user interface.</param>
|
| | | public void RemoveScene(SceneUI sceneUI)
|
| | | {
|
| | | //移除缓存
|
| | | this.dicScenes.Remove(sceneUI.Id);
|
| | | var room = HdlRoomLogic.Current.GetRoomBySceneId(sceneUI.Id);
|
| | | if (room != null)
|
| | | {
|
| | | room.ListSceneId.Remove(sceneUI.Id);
|
| | | room.Save();
|
| | | }
|
| | |
|
| | | //移除喜爱
|
| | | var roomLove = HdlRoomLogic.Current.GetLoveRoom();
|
| | | if (roomLove.ListSceneId.Contains(sceneUI.Id) == true)
|
| | | {
|
| | | roomLove.ListSceneId.Remove(sceneUI.Id);
|
| | | roomLove.Save();
|
| | | }
|
| | |
|
| | | //删除文件
|
| | | if (Global.IsExistsByHomeId(sceneUI.FileName) == true)
|
| | | {
|
| | | Global.DeleteFilebyHomeId(sceneUI.FileName);
|
| | | HdlAutoBackupLogic.DeleteFile(sceneUI.FileName);
|
| | | }
|
| | | //删除图片
|
| | | if (sceneUI.IconPathType == 1 || sceneUI.IconPathType == 2)
|
| | | {
|
| | | if (Global.IsExistsByHomeId(sceneUI.IconPath))
|
| | | {
|
| | | Global.DeleteFilebyHomeId(sceneUI.IconPath);
|
| | | HdlAutoBackupLogic.DeleteFile(sceneUI.IconPath);
|
| | | }
|
| | | }
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 获取场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 通过场景id获取场景
|
| | | /// </summary>
|
| | | /// <returns>The scene UIB y scene identifier.</returns>
|
| | | /// <param name="sceneId">Scene identifier.</param>
|
| | | public SceneUI GetSceneUIBySceneId(int sceneId)
|
| | | {
|
| | | if (this.dicScenes.ContainsKey(sceneId) == true)
|
| | | {
|
| | | return this.dicScenes[sceneId];
|
| | | }
|
| | | return null;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 获取该楼层所有场景
|
| | | /// </summary>
|
| | | /// <param name="floorId"></param>
|
| | | /// <returns></returns>
|
| | | public List<SceneUI> GetSameFloorScenes(string floorId)
|
| | | {
|
| | | List<SceneUI> sceneUIs = new List<SceneUI>();
|
| | | var rooms = HdlRoomLogic.Current.GetRoomsByFloorId(floorId);
|
| | | foreach (var r in rooms)
|
| | | {
|
| | | foreach (int sceneId in r.ListSceneId)
|
| | | {
|
| | | if (this.dicScenes.ContainsKey(sceneId) == true)
|
| | | {
|
| | | sceneUIs.Add(this.dicScenes[sceneId]);
|
| | | }
|
| | | }
|
| | | }
|
| | | return sceneUIs;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 根据场景Id,获取楼层和房间名字(楼层,房间名字)
|
| | | /// </summary>
|
| | | /// <returns></returns>
|
| | | public string GetZoneById(int sceneId)
|
| | | {
|
| | | var room =HdlRoomLogic.Current.GetRoomBySceneId(sceneId);
|
| | | if (room == null)
|
| | | {
|
| | | return null;
|
| | | }
|
| | | var floorName = Shared.Common.Config.Instance.Home.GetFloorNameById(room.FloorId);
|
| | | if (floorName == null)
|
| | | {
|
| | | return room.Name;
|
| | | }
|
| | | return $"{floorName},{room.Name}";
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 获取未分配区域场景
|
| | | /// </summary>
|
| | | /// <returns></returns>
|
| | | public List<SceneUI> GetUnalloctedScenes()
|
| | | {
|
| | | List<SceneUI> sceneUIs = new List<SceneUI>();
|
| | | //已经存在的场景
|
| | | var listEsxit = new HashSet<int>();
|
| | | var listAllRoom = HdlRoomLogic.Current.GetAllListRooms();
|
| | | foreach (var room in listAllRoom)
|
| | | {
|
| | | if (room.IsLove == true)
|
| | | {
|
| | | //不包含收藏房间
|
| | | continue;
|
| | | }
|
| | | foreach (int sceneId in room.ListSceneId)
|
| | | {
|
| | | if (listEsxit.Contains(sceneId) == false)
|
| | | {
|
| | | listEsxit.Add(sceneId);
|
| | | }
|
| | | }
|
| | | }
|
| | | foreach (var myScene in this.dicScenes.Values)
|
| | | {
|
| | | if (listEsxit.Contains(myScene.Id) == false)
|
| | | {
|
| | | sceneUIs.Add(myScene);
|
| | | }
|
| | | }
|
| | |
|
| | | if (sceneUIs.Count == 0)
|
| | | {
|
| | | return null;
|
| | | }
|
| | | return sceneUIs;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 获取全部房间的全部场景
|
| | | /// </summary>
|
| | | /// <returns></returns>
|
| | | public List<SceneUI> GetAllRoomSceneList()
|
| | | {
|
| | | List<SceneUI> sceneUIs = new List<SceneUI>();
|
| | | var listAllRoom = HdlRoomLogic.Current.GetAllListRooms();
|
| | | foreach (var room in listAllRoom)
|
| | | {
|
| | | foreach (int sceneId in room.ListSceneId)
|
| | | {
|
| | | if (this.dicScenes.ContainsKey(sceneId) == true)
|
| | | {
|
| | | sceneUIs.Add(this.dicScenes[sceneId]);
|
| | | }
|
| | | }
|
| | | }
|
| | | |
| | | return sceneUIs;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 获取指定房间的全部场景
|
| | | /// </summary>
|
| | | /// <returns></returns>
|
| | | public List<SceneUI> GetRoomSceneList(Room i_room)
|
| | | {
|
| | | List<SceneUI> sceneUIs = new List<SceneUI>();
|
| | | foreach (int sceneId in i_room.ListSceneId)
|
| | | {
|
| | | if (this.dicScenes.ContainsKey(sceneId) == true)
|
| | | {
|
| | | sceneUIs.Add(this.dicScenes[sceneId]);
|
| | | }
|
| | | }
|
| | |
|
| | | return sceneUIs;
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 调用场景___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 调用场景
|
| | | /// </summary>
|
| | | /// <param name="scene"></param>
|
| | | /// <returns></returns>
|
| | | public async Task<bool> ControlScene(SceneUI scene)
|
| | | {
|
| | | if (scene.RemainTime > 0)
|
| | | {
|
| | | HdlThreadLogic.Current.RunMain(() =>
|
| | | {
|
| | | //该场景正在延时,请稍后
|
| | | var msgContr = new ShowMsgControl(ShowMsgType.Tip, Language.StringByID(R.MyInternationalizationString.TheSceneIsDelaying));
|
| | | msgContr.Show();
|
| | | });
|
| | | return false;
|
| | | }
|
| | | //执行调用场景
|
| | | var result = await Scene.ControlSceneAsync(scene.Id, scene.SceneDelayTime);
|
| | | if (result == null || result.sceneOpenData == null)
|
| | | {
|
| | | //控制场景失败
|
| | | string msg = Language.StringByID(R.MyInternationalizationString.ControlSceneFail);
|
| | | //拼接上【网关回复超时】的Msg
|
| | | msg = UserCenterLogic.CombineGatewayTimeOutMsg(msg, result);
|
| | | HdlThreadLogic.Current.RunMain(() =>
|
| | | {
|
| | | //该场景正在延时,请稍后
|
| | | var msgContr = new ShowMsgControl(ShowMsgType.Tip, msg);
|
| | | msgContr.Show();
|
| | | });
|
| | | return false;
|
| | | }
|
| | | if (result.sceneOpenData.Result == 0)
|
| | | {
|
| | | //控制场景失败
|
| | | string msg = Language.StringByID(R.MyInternationalizationString.ControlSceneFail);
|
| | | HdlThreadLogic.Current.RunMain(() =>
|
| | | {
|
| | | //该场景正在延时,请稍后
|
| | | var msgContr = new ShowMsgControl(ShowMsgType.Tip, msg);
|
| | | msgContr.Show();
|
| | | });
|
| | | return false;
|
| | | }
|
| | | return true;
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 获取场景的执行目标列表_____________
|
| | |
|
| | | /// <summary>
|
| | | /// 获取场景的执行目标列表
|
| | | /// </summary>
|
| | | /// <param name="i_scene">场景对象</param>
|
| | | /// <returns></returns>
|
| | | public async Task<List<Scene.DeviceListData>> GetAdjustTargetList(SceneUI i_scene)
|
| | | {
|
| | | var result = await Scene.GetSceneDeviceListAsync(i_scene.Id);
|
| | | //共通错误检测
|
| | | string error = HdlCheckLogic.Current.CheckCommonErrorCode(result);
|
| | | if (error != null)
|
| | | {
|
| | | this.ShowErrorMsg(error);
|
| | | return null;
|
| | | }
|
| | | if (result == null || result.getSceneDeviceListInfo == null)
|
| | | {
|
| | | //获取执行目标失败
|
| | | string msg = Language.StringByID(R.MyInternationalizationString.uGetAdjustTargetFail);
|
| | | //拼接上【网关回复超时】的Msg
|
| | | msg = UserCenterLogic.CombineGatewayTimeOutMsg(msg, result);
|
| | |
|
| | | this.ShowTipMsg(msg);
|
| | | return null;
|
| | | }
|
| | | i_scene.AdjustTargetList = result.getSceneDeviceListInfo.DeviceList;
|
| | | //保存缓存
|
| | | i_scene.Save(false);
|
| | |
|
| | | var listData = new List<Scene.DeviceListData>();
|
| | | listData.AddRange(result.getSceneDeviceListInfo.DeviceList);
|
| | |
|
| | | return listData;
|
| | | }
|
| | | #endregion
|
| | |
|
| | | #region ■ 延时时间线程_______________________
|
| | |
|
| | | /// <summary>
|
| | | /// 开启延时时间线程(旨在全部地方的同一场景时间同步)
|
| | | /// </summary>
|
| | | public void StartDelayTimeThread(SceneUI i_scene)
|
| | | {
|
| | | if (i_scene.RemainThreadAction == true)
|
| | | {
|
| | | //线程在运行中
|
| | | return;
|
| | | }
|
| | | i_scene.RemainThreadAction = true;
|
| | |
|
| | | HdlThreadLogic.Current.RunThread(() =>
|
| | | {
|
| | | while (i_scene.RemainTime > 0)
|
| | | {
|
| | | System.Threading.Thread.Sleep(1000);
|
| | | i_scene.RemainTime--;
|
| | | }
|
| | | i_scene.RemainThreadAction = false;
|
| | | });
|
| | | }
|
| | |
|
| | | #endregion
|
| | |
|
| | | #region ■ 一般方法___________________________
|
| | |
|
| | | /// <summary>
|
| | | /// 获取本地全部的场景文件
|
| | | /// </summary>
|
| | | /// <returns></returns>
|
| | | public List<string> GetAllSceneFile()
|
| | | {
|
| | | List<string> listSceneFile = new List<string>();
|
| | | List<string> listAllFile = Global.FileListByHomeId();
|
| | |
|
| | | foreach (string file in listAllFile)
|
| | | {
|
| | | if (file.StartsWith("Scene_") == false)
|
| | | {
|
| | | //如果不是场景文件
|
| | | continue;
|
| | | }
|
| | | listSceneFile.Add(file);
|
| | | }
|
| | | return listSceneFile;
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 显示错误信息窗口
|
| | | /// </summary>
|
| | | /// <param name="msg"></param>
|
| | | private void ShowErrorMsg(string msg)
|
| | | {
|
| | | Application.RunOnMainThread(() =>
|
| | | {
|
| | | var contr = new ShowMsgControl(ShowMsgType.Error, msg);
|
| | | contr.Show();
|
| | | });
|
| | | }
|
| | |
|
| | | /// <summary>
|
| | | /// 显示Tip信息窗口
|
| | | /// </summary>
|
| | | /// <param name="msg"></param>
|
| | | private void ShowTipMsg(string msg)
|
| | | {
|
| | | Application.RunOnMainThread(() =>
|
| | | {
|
| | | var contr = new ShowMsgControl(ShowMsgType.Tip, msg);
|
| | | contr.Show();
|
| | | });
|
| | | }
|
| | |
|
| | | #endregion
|
| | | }
|
| | | }
|