| | |
| | | /// 功能状态列表 |
| | | /// </summary> |
| | | public List<AttributesStatus> status = new List<AttributesStatus>(); |
| | | /// <summary> |
| | | /// 获取状态值 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public string GetStatusValus(string key) |
| | | { |
| | | var d = status.Find((obj) => obj.key == key); |
| | | if(d==null) |
| | | { |
| | | return null; |
| | | } |
| | | return d.value; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 房间ID列表 |
| | |
| | | /// 当前值 |
| | | /// </summary> |
| | | public object curValue = new object(); |
| | | /// <summary>
|
| | | /// curValue的翻译值,最坏的结果也只会返回string.Empty
|
| | | /// </summary> |
| | | public string realValue
|
| | | {
|
| | | get
|
| | | {
|
| | | var myValue = curValue.ToString();
|
| | | //沙雕定义的object类型
|
| | | if (myValue.Contains("{") == true) { return string.Empty; }
|
| | | return myValue;
|
| | | }
|
| | | } |
| | | ///// <summary>
|
| | | ///// curValue的翻译值,最坏的结果也只会返回string.Empty
|
| | | ///// </summary> |
| | | //public string realValue
|
| | | //{
|
| | | // get
|
| | | // {
|
| | | // var myValue = curValue.ToString();
|
| | | // //沙雕定义的object类型
|
| | | // if (myValue.Contains("{") == true) { return string.Empty; }
|
| | | // return myValue;
|
| | | // }
|
| | | //} |
| | | } |
| | | /// <summary> |
| | | /// 功能属性键名列表 |
| | | /// </summary> |
| | | public static class FunctionAttributeKey |
| | | { |
| | | public const string _null = ""; |
| | | /// <summary> |
| | | /// 开关 |
| | | /// </summary> |
| | |
| | | /// value |
| | | /// </summary> |
| | | public const string Value = "value"; |
| | | /// <summary> |
| | | /// 状态,传感器 |
| | | /// </summary> |
| | | public const string Status = "status"; |
| | | |
| | | #region tuya |
| | | /// <summary> |
| | | /// 涂鸦水阀开启时间 |
| | | /// </summary> |
| | | public const string TuyaWaterTime = "countdown_1"; |
| | | #endregion |
| | | } |
| | | /// <summary> |
| | | /// 设备功能oid |