| | |
| | | using System.Collections.Generic; |
| | | using HDL_ON.Common; |
| | | using HDL_ON.DAL.Server; |
| | | using HDL_ON.UI; |
| | | using Shared; |
| | | |
| | | namespace HDL_ON.Entity |
| | |
| | | /// 所属房间列表 |
| | | /// </summary> |
| | | public List<string> roomIds = new List<string>(); |
| | | /// <summary> |
| | | /// 所属房间列表 |
| | | /// </summary> |
| | | public List<string> uids = new List<string>(); |
| | | ///// <summary> |
| | | ///// 所属房间列表 |
| | | ///// </summary> |
| | | //public List<string> uids = new List<string>(); |
| | | /// <summary> |
| | | /// 延时 |
| | | /// </summary> |
| | | public string delay = "0"; |
| | | /// <summary> |
| | | /// 场景的最好一次执行时间 |
| | | /// 场景的最后一次执行时间 |
| | | /// </summary> |
| | | public string LastExecutionTime = ""; |
| | | |
| | |
| | | /// </summary> |
| | | public bool collect = false; |
| | | |
| | | ///// <summary> |
| | | ///// 场景背景 |
| | | ///// </summary> |
| | | //public string ImagePath = "Intelligence/Gallery/scenebg1.png";//"FunctionIcon/Scene/s1.png"; |
| | | /// <summary> |
| | | /// 创建该场景的用户ID |
| | | /// </summary> |
| | | public string userId = ""; |
| | | |
| | | ///// <summary> |
| | | ///// 场景背景 |
| | |
| | | sTimeSpan = arry[0].ToString("X2") + arry[1].ToString("X2") + arry[2].ToString("X2") + arry[3].ToString("X2"); |
| | | |
| | | |
| | | if (sTimeSpan.Length > 8) |
| | | if (sTimeSpan.Length >= 8) |
| | | { |
| | | sTimeSpan = sTimeSpan.Substring(0, 8); |
| | | } |
| | | else |
| | | { |
| | | sTimeSpan = "00000000"; |
| | | sTimeSpan = Guid.NewGuid().ToString().Substring(0, 8); |
| | | //sTimeSpan = "00000000"; |
| | | } |
| | | |
| | | sceneId = sOidBeginsWith + sTimeSpan; |
| | |
| | | return revPack.Code; |
| | | } |
| | | |
| | | |
| | | |
| | | /// <summary> |
| | | /// 上传数据到云端 |
| | | /// 延时显示的文本 |
| | | /// </summary> |
| | | void UploadScene() |
| | | public string GetDelayText() |
| | | { |
| | | var pm = new HttpServerRequest(); |
| | | ResponsePackNew revPack; |
| | | if (string.IsNullOrEmpty(createTime) && string.IsNullOrEmpty(modifyTime)) |
| | | var delayInt = 0; |
| | | int.TryParse(delay,out delayInt); |
| | | if(delayInt == 0) |
| | | { |
| | | revPack = pm.AddScene(this); |
| | | if (revPack.Code == StateCode.SUCCESS) |
| | | { |
| | | var ssd = System.Text.Encoding.UTF8.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(this)); |
| | | Common.FileUtlis.Files.WriteFileByBytes(savePath, ssd); |
| | | } |
| | | return Language.StringByID(StringId.NoDelay); |
| | | } |
| | | else if (!string.IsNullOrEmpty(createTime) && !string.IsNullOrEmpty(modifyTime)) |
| | | string text = ""; |
| | | if (delayInt > 60) |
| | | { |
| | | revPack = pm.EditScene(this); |
| | | if (revPack.Code == StateCode.SUCCESS) |
| | | { |
| | | var scenes = Newtonsoft.Json.JsonConvert.DeserializeObject<List<Scene>>(revPack.Data.ToString()); |
| | | var tempScene = scenes.Find((obj) => obj.sid == sid); |
| | | if (tempScene != null) |
| | | { |
| | | var ssd = System.Text.Encoding.UTF8.GetBytes(Newtonsoft.Json.JsonConvert.SerializeObject(tempScene)); |
| | | Common.FileUtlis.Files.WriteFileByBytes(savePath, ssd); |
| | | } |
| | | } |
| | | text = (delayInt / 60) + Language.StringByID(StringId.m) + (delayInt % 60) + Language.StringByID(StringId.s); |
| | | }else |
| | | { |
| | | text = delayInt + Language.StringByID(StringId.s); |
| | | } |
| | | return text; |
| | | switch (delay) |
| | | { |
| | | case "0": |
| | | text = Language.StringByID(StringId.NoDelay); |
| | | break; |
| | | case "30": |
| | | text = "30s"; |
| | | break; |
| | | case "60": |
| | | text = "1min"; |
| | | break; |
| | | case "120": |
| | | text = "2min"; |
| | | break; |
| | | case "300": |
| | | text = "5min"; |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 云端数据创建的时间 |
| | | /// </summary> |
| | |
| | | /// 云端数据修改的最后时间 |
| | | /// </summary> |
| | | public string modifyTime = ""; |
| | | |
| | | |
| | | } |
| | | /// <summary> |
| | | /// 场景功能对象 |
| | |
| | | return localFunction; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 解析场景功能数据 |
| | | /// </summary> |
| | | /// <param name="sceneFunction"></param> |
| | | public string GetFunctionScnenInfo() |
| | | { |
| | | var sceneFunctionInfo = ""; |
| | | foreach (var sfs in status) |
| | | { |
| | | if (sfs.key == FunctionAttributeKey.OnOff) |
| | | { |
| | | if (sfs.value == "off") |
| | | { |
| | | return Language.StringByID(StringId.Close); |
| | | } |
| | | } |
| | | } |
| | | sceneFunctionInfo += Language.StringByID(StringId.Open) + " "; |
| | | |
| | | var modeState = status.Find((obj) => obj.key == FunctionAttributeKey.Mode); |
| | | var tempState = status.Find((obj) => obj.key == FunctionAttributeKey.SetTemp); |
| | | var fanState = status.Find((obj) => obj.key == FunctionAttributeKey.FanSpeed); |
| | | if (modeState != null) |
| | | { |
| | | sceneFunctionInfo += modeState.GetValueText() + " "; |
| | | } |
| | | if (tempState != null) |
| | | { |
| | | sceneFunctionInfo += tempState.GetValueText() + " "; |
| | | sceneFunctionInfo += tempState.GetUintString(); |
| | | } |
| | | if (fanState != null) |
| | | { |
| | | sceneFunctionInfo += fanState.GetValueText() + " "; |
| | | } |
| | | var briState = status.Find((obj) => obj.key == FunctionAttributeKey.Brightness); |
| | | if (briState != null) |
| | | { |
| | | sceneFunctionInfo += briState.value + "%"; |
| | | } |
| | | var perState = status.Find((obj) => obj.key == FunctionAttributeKey.Percent); |
| | | if (perState != null) |
| | | { |
| | | sceneFunctionInfo += perState.value + "%"; |
| | | } |
| | | return sceneFunctionInfo; |
| | | } |
| | | |
| | | |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | public string key = ""; |
| | | public string value = ""; |
| | | |
| | | /// <summary> |
| | | /// 属性名称显示文本 |
| | | /// 中英文显示 |
| | | /// </summary> |
| | | public string GetNameText() |
| | | { |
| | | string text = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.OnOff: |
| | | text = Language.StringByID(StringId.OnOff); |
| | | break; |
| | | case FunctionAttributeKey.Brightness: |
| | | text = Language.StringByID(StringId.Brightness); |
| | | break; |
| | | case FunctionAttributeKey.RGB: |
| | | text = Language.StringByID(StringId.ColorValue); |
| | | break; |
| | | case FunctionAttributeKey.Mode: |
| | | text = Language.StringByID(StringId.Mode); |
| | | break; |
| | | case FunctionAttributeKey.FanSpeed: |
| | | text = Language.StringByID(StringId.FanSpeed); |
| | | break; |
| | | case FunctionAttributeKey.SetTemp: |
| | | text = Language.StringByID(StringId.Temp); |
| | | break; |
| | | case FunctionAttributeKey.RoomTemp: |
| | | text = Language.StringByID(StringId.IndoorTemp); |
| | | break; |
| | | case FunctionAttributeKey.Delay: |
| | | text = Language.StringByID(StringId.Delay); |
| | | break; |
| | | case FunctionAttributeKey.CCT: |
| | | text = "CCT"; |
| | | break; |
| | | case FunctionAttributeKey.Percent: |
| | | text = Language.StringByID(StringId.PercentAdjustment); |
| | | break; |
| | | case FunctionAttributeKey.FadeTime: |
| | | text = Language.StringByID(StringId.FadeSpeed); |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 属性值单位 |
| | | /// </summary> |
| | | public string GetUintString() |
| | | { |
| | | var us = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.SetTemp: |
| | | case FunctionAttributeKey.RoomTemp: |
| | | us = "°C"; |
| | | break; |
| | | case FunctionAttributeKey.Percent: |
| | | case FunctionAttributeKey.Brightness: |
| | | us = "%"; |
| | | break; |
| | | } |
| | | return us; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取指定属性的显示文本 |
| | | /// 中英文显示 |
| | | /// </summary> |
| | | public string GetValueText() |
| | | { |
| | | string text = ""; |
| | | switch (key) |
| | | { |
| | | case FunctionAttributeKey.OnOff: |
| | | text = value == "on" ? Language.StringByID(StringId.On) : Language.StringByID(StringId.OFF); |
| | | break; |
| | | case FunctionAttributeKey.SetTemp: |
| | | case FunctionAttributeKey.RoomTemp: |
| | | case FunctionAttributeKey.Brightness: |
| | | case FunctionAttributeKey.Percent: |
| | | if (value == "") |
| | | { |
| | | value = "0"; |
| | | } |
| | | text = value; |
| | | break; |
| | | case FunctionAttributeKey.Mode: |
| | | switch (value) |
| | | { |
| | | //----空调 |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | case "cool": |
| | | text = Language.StringByID(StringId.Cool); |
| | | break; |
| | | case "heat": |
| | | text = Language.StringByID(StringId.Heat); |
| | | break; |
| | | case "dry": |
| | | text = Language.StringByID(StringId.Dry); |
| | | break; |
| | | case "fan": |
| | | text = Language.StringByID(StringId.AirSupply); |
| | | break; |
| | | //-----地热 |
| | | case "day": |
| | | text = Language.StringByID(StringId.Day); |
| | | break; |
| | | case "night": |
| | | text = Language.StringByID(StringId.Night); |
| | | break; |
| | | case "away": |
| | | text = Language.StringByID(StringId.Away); |
| | | break; |
| | | case "normal": |
| | | text = Language.StringByID(StringId.Normal); |
| | | break; |
| | | case "timer": |
| | | text = Language.StringByID(StringId.Timer); |
| | | break; |
| | | } |
| | | break; |
| | | case FunctionAttributeKey.FanSpeed: |
| | | switch (value) |
| | | { |
| | | case "high": |
| | | text = Language.StringByID(StringId.HighWindSpeed); |
| | | break; |
| | | case "medium": |
| | | text = Language.StringByID(StringId.MiddleWindSpeed); |
| | | break; |
| | | case "low": |
| | | text = Language.StringByID(StringId.LowWindSpeed); |
| | | break; |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | default: |
| | | text = "low"; |
| | | break; |
| | | } |
| | | break; |
| | | case "high": |
| | | text = Language.StringByID(StringId.HighWindSpeed); |
| | | break; |
| | | case "medium": |
| | | text = Language.StringByID(StringId.MiddleWindSpeed); |
| | | break; |
| | | case "low": |
| | | text = Language.StringByID(StringId.LowWindSpeed); |
| | | break; |
| | | case "auto": |
| | | text = Language.StringByID(StringId.Auto); |
| | | break; |
| | | } |
| | | return text; |
| | | } |
| | | |
| | | |
| | | } |
| | | /// <summary> |
| | | /// 场景推送配置 |