local CookManager = {} local Utils = require("GamePlay.Utils") local Emitter = require("Utils.Emitter") local ECookingHeat = import("ECookingHeat") --- @enum ECookCheckStatus local ECookCheckStatus = { Normal = 0, -- 不用做任何操作 NextState = 1, -- 可以进入下一个阶段 OverCook = 2, -- 炸锅了,结束游戏 Error = 3, -- 出现了错误 } local function TemperatureToDoneness(temperature) return math.floor(temperature / 70) end function CookManager:Reset() self.temperature_thresholds = {} -- 温度临界值,缓存表格内容 self.heating_record_table = {} -- 食材受热记录表 end function CookManager:Tick(temperature, delta_time) local need_remove_record = {} -- 记录已经到火候,或其他原因,需要移除的食材 -- 遍历,为所有的食材加热 for cook_material_id, record_table in pairs(self.heating_record_table) do local doneness = TemperatureToDoneness(temperature) -- 获取此时的火候 local record_value = record_table[doneness] or 0 record_table[doneness] = record_value + (delta_time * 1000) local check_status = self:CheckHeatingStatus(cook_material_id) if check_status == ECookCheckStatus.NextState then local next_cook_material = self:GetCookMaterialNextState(cook_material_id, doneness) if next_cook_material == "None" then -- 炸锅了 -- TODO 抛出事件 self:Reset() return end self:AddCookMaterial(next_cook_material, true) need_remove_record[cook_material_id] = true end print(cook_material_id, doneness, record_table[doneness]) end -- 移除已经加热到下一阶段的食材 for cook_material_id, need_remove in pairs(need_remove_record) do if need_remove then self.heating_record_table[cook_material_id] = nil end end end function CookManager:GetCookMaterialNextState(cook_material_id, doneness) local threshold = self.temperature_thresholds[cook_material_id] print(threshold, "here ---------------") if not threshold then return "None" end local state_config = threshold.CookConfig:Get(doneness) if not state_config then return "None" end return state_config.NextStateID end function CookManager:CheckHeatingStatus(cook_material_id) local threshold = self.temperature_thresholds[cook_material_id] local record_state = self.heating_record_table[cook_material_id] if not threshold or not record_state then return ECookCheckStatus.Error end local state_configs = threshold.CookConfig for doneness, cook_time in pairs(record_state) do local config = state_configs:Get(doneness) if config and cook_time >= config.CookingDuration then return ECookCheckStatus.NextState end end return ECookCheckStatus.Normal end function CookManager:CheckFinishStatus() -- 检测当前菜品是否完成 end function CookManager:AddCookMaterial(cook_material_id, is_auto_push) local config = Utils.GetDataTableConfig( "CookMaterialStateConfig", cook_material_id ) if not config then print("ERROR: can't find ", cook_material_id, " in CookMaterialStateConfig") return end self.heating_record_table[cook_material_id] = {} self.temperature_thresholds[cook_material_id] = config print("call", cook_material_id, is_auto_push) Emitter.EmitEvent("cook_material_change", cook_material_id, is_auto_push) end return CookManager