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File diff suppressed because it is too large
Load Diff
|
@ -11,4 +11,17 @@ public class Device_Seal : Device_Base
|
|||
/// 是否被剪开
|
||||
/// </summary>
|
||||
public bool isCut;
|
||||
/// <summary>
|
||||
/// 被剪的位置
|
||||
/// </summary>
|
||||
public Transform testPosAndRot;
|
||||
|
||||
/// <summary>
|
||||
/// 剪开封印
|
||||
/// </summary>
|
||||
public void Cut()
|
||||
{
|
||||
isCut = true;
|
||||
gameObject.SetActive(false);
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}
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}
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|
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|
@ -0,0 +1,8 @@
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
@ -3,6 +3,9 @@ using System.Collections.Generic;
|
|||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
/// <summary>
|
||||
/// 万用表挡位
|
||||
/// </summary>
|
||||
public class Multimeter_dangwei : MonoBehaviour, IPointerClickHandler
|
||||
{
|
||||
public Tool_Multimeter tool_Multimeter;
|
|
@ -0,0 +1,74 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
/// <summary>
|
||||
/// 万用表笔
|
||||
/// </summary>
|
||||
public class Multimeter_pen : MonoBehaviour, IPointerClickHandler
|
||||
{
|
||||
//红或黑
|
||||
public string id;
|
||||
/// <summary>
|
||||
/// 是否已选择
|
||||
/// </summary>
|
||||
private bool isChose;
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if(eventData.button== PointerEventData.InputButton.Left)
|
||||
{
|
||||
Debug.Log("选中"+ id+"笔");
|
||||
//选中
|
||||
isChose = true;
|
||||
}
|
||||
else if(eventData.button == PointerEventData.InputButton.Right)
|
||||
{
|
||||
Debug.Log("放开" + id + "笔");
|
||||
//取消选中
|
||||
isChose = false;
|
||||
//回到初始位置
|
||||
transform.localPosition = (id=="红"? new Vector3(-0.06210404f, 0.009172082f, -0.09704163f) :new Vector3(-0.08662688f, 0.009172082f, -0.09702184f));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行验电操作
|
||||
/// </summary>
|
||||
/// <param name="tool_base">被验电设备</param>
|
||||
public void Test(Tool_Base tool_base)
|
||||
{
|
||||
if (tool_base.toolType == ToolType.螺丝)
|
||||
{
|
||||
var tmp = ((Tool_Screw)tool_base);
|
||||
//位置移动
|
||||
transform.position = tmp.installPos.position;
|
||||
transform.eulerAngles = tmp.installPos.eulerAngles;
|
||||
Debug.Log("万能表笔验证螺丝");
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isChose)
|
||||
{
|
||||
transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
|
||||
if(Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//点击螺丝验电
|
||||
Ray tmpray=Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(tmpray,out RaycastHit hit))
|
||||
{
|
||||
Tool_Screw screw= hit.transform.GetComponent<Tool_Screw>();
|
||||
if(screw!=null)
|
||||
{
|
||||
Test(screw);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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}
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}
|
|
@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: ad21af12e5592364998f119df90e1a2e
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guid: 52d1e3794f9e3724ab7d370707c165e9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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|
@ -0,0 +1,59 @@
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using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting.Antlr3.Runtime;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 接线盖子
|
||||
/// </summary>
|
||||
public class Device_Cover : Device_Base
|
||||
{
|
||||
/// <summary>
|
||||
/// 盖子是否已打开
|
||||
/// </summary>
|
||||
public bool isOpen;
|
||||
/// <summary>
|
||||
/// 是否检查接线完好
|
||||
/// </summary>
|
||||
public bool isCheckOK;
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
Debug.Log("接线完好");
|
||||
isCheckOK = true;
|
||||
|
||||
if(!isOpen)
|
||||
{
|
||||
Device_DirectAccessElectricEnergyMeteringDevice deemd= transform.parent.GetComponent<Device_DirectAccessElectricEnergyMeteringDevice>();
|
||||
if (!deemd.cover_screw_Left.isInstall && !deemd.cover_screw_Right.isInstall)
|
||||
{
|
||||
Open();
|
||||
}
|
||||
}
|
||||
else if(isOpen)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开盖子
|
||||
/// </summary>
|
||||
public void Open()
|
||||
{
|
||||
Debug.Log("打开盖子");
|
||||
isOpen = true;
|
||||
transform.DOLocalMoveZ(transform.localPosition.z - 0.15f, 2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 盖上盖子
|
||||
/// </summary>
|
||||
public void Close()
|
||||
{
|
||||
Debug.Log("盖上盖子");
|
||||
isOpen = false;
|
||||
transform.DOLocalMoveZ(transform.localPosition.z + 0.15f, 2);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 6c33992bdd7946a45a5c38ce1a776e9b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
|
@ -7,18 +7,26 @@ using UnityEngine;
|
|||
/// </summary>
|
||||
public class Device_DirectAccessElectricEnergyMeteringDevice : Device_Base
|
||||
{
|
||||
public static Device_DirectAccessElectricEnergyMeteringDevice instance;
|
||||
/// <summary>
|
||||
/// 铭牌
|
||||
/// </summary>
|
||||
public Device_NamePlate namePlate;
|
||||
|
||||
/// <summary>
|
||||
/// 合格标志
|
||||
/// ½ÓÏ߸Ç×Ó
|
||||
/// </summary>
|
||||
public Device_MarkOfConformity conformity;
|
||||
/// <summary>
|
||||
/// 电能表盖子固定螺丝
|
||||
/// </summary>
|
||||
public List<Tool_Screw> cover_screws;
|
||||
public Device_Cover cover;
|
||||
|
||||
[Tooltip("×ó¸Ç×ÓÂÝË¿")]
|
||||
public Tool_Screw cover_screw_Left;
|
||||
[Tooltip("ÓÒ¸Ç×ÓÂÝË¿")]
|
||||
public Tool_Screw cover_screw_Right;
|
||||
[Tooltip("×ó¸Ç×Ó·âÓ¡")]
|
||||
public Device_Seal cover_seal_Left;
|
||||
[Tooltip("ÓÒ¸Ç×Ó·âÓ¡")]
|
||||
public Device_Seal cover_seal_Right;
|
||||
|
||||
/// <summary>
|
||||
/// 电能表接线螺丝
|
||||
/// </summary>
|
||||
|
@ -32,4 +40,9 @@ public class Device_DirectAccessElectricEnergyMeteringDevice : Device_Base
|
|||
/// </summary>
|
||||
public List<Tool_Screw> fix_screws;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,10 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 直接接入式电能计量装置_合格标志
|
||||
/// </summary>
|
||||
public class Device_MarkOfConformity : Device_Base
|
||||
{
|
||||
}
|
|
@ -10,34 +10,40 @@ public class Device_NamePlate : Device_Base
|
|||
/// <summary>
|
||||
/// 是否检查
|
||||
/// </summary>
|
||||
public bool isCheck;
|
||||
public bool isChecked;
|
||||
|
||||
/// <summary>
|
||||
/// 核对和抄录UI
|
||||
/// </summary>
|
||||
public GameObject checkUiPrefb;
|
||||
public ProcessTipPanel processTipPanel;
|
||||
private GameObject checkUiPrefb;
|
||||
private ProcessTipPanel processTipPanel;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// ºË¶ÔºÍ¼Ç¼
|
||||
/// </summary>
|
||||
public void Check()
|
||||
{
|
||||
if(checkUiPrefb==null)
|
||||
{
|
||||
checkUiPrefb = Resources.Load<GameObject>("UI/UI_Tip/ProcessTipPanel");
|
||||
}
|
||||
|
||||
if(processTipPanel==null)
|
||||
{
|
||||
GameObject tip = Instantiate<GameObject>(checkUiPrefb, UIManager.Instance.canvas.transform);
|
||||
processTipPanel = tip.GetComponent<ProcessTipPanel>();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
processTipPanel.SetProcess(true);
|
||||
if (!isChecked)
|
||||
{
|
||||
//核对和记录
|
||||
if (checkUiPrefb == null)
|
||||
{
|
||||
checkUiPrefb = Resources.Load<GameObject>("UI/UI_Tip/ProcessTipPanel");
|
||||
}
|
||||
|
||||
if (processTipPanel == null)
|
||||
{
|
||||
GameObject tip = Instantiate<GameObject>(checkUiPrefb, UIManager.Instance.canvas.transform);
|
||||
processTipPanel = tip.GetComponent<ProcessTipPanel>();
|
||||
}
|
||||
|
||||
//开始走进度
|
||||
processTipPanel.StartProcess(result =>
|
||||
{
|
||||
if(result)
|
||||
{
|
||||
Debug.Log("核查完成");
|
||||
isChecked = true;
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using DG.Tweening;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -11,6 +12,42 @@ public class Device_CabinetDoor : Device_Base
|
|||
/// ÑéµçλÖÃ
|
||||
/// </summary>
|
||||
public Transform testPosAndRot;
|
||||
/// <summary>
|
||||
/// ·âÓ¡
|
||||
/// </summary>
|
||||
public Device_Seal seal;
|
||||
|
||||
public bool isOpen;
|
||||
|
||||
public void Open()
|
||||
{
|
||||
Debug.Log("¿ªÃÅ");
|
||||
transform.DOLocalRotate(new Vector3(0,0,180), 3).OnComplete(() =>
|
||||
{
|
||||
isOpen = true;
|
||||
});
|
||||
}
|
||||
public void Close()
|
||||
{
|
||||
Debug.Log("¹ØÃÅ");
|
||||
transform.DOLocalRotate(new Vector3(0,0,0), 3).OnComplete(() =>
|
||||
{
|
||||
isOpen = false;
|
||||
});
|
||||
}
|
||||
|
||||
private void OnMouseDown()
|
||||
{
|
||||
if(seal.isCut)
|
||||
{
|
||||
if(isOpen)
|
||||
{
|
||||
Close();
|
||||
}
|
||||
else
|
||||
{
|
||||
Open();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 3c8b8a318ec4ab540aaf5c566b5d9de5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,9 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreManager : MonoBehaviour
|
||||
{
|
||||
List<ScoreSubject> scoreSubjectList;
|
||||
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 728973cb69f5b2d4b9a1ef0a634de34b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,16 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreSubject : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 科目满分
|
||||
/// </summary>
|
||||
float maxScore;
|
||||
/// <summary>
|
||||
/// 科目得分
|
||||
/// </summary>
|
||||
float currentScore;
|
||||
List<ScoreSubjectStep> steps;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 00415bfa520d2dd43b89c50a93350199
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,25 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ScoreSubjectStep : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 步骤满分
|
||||
/// </summary>
|
||||
float maxScore;
|
||||
/// <summary>
|
||||
/// 步骤得分
|
||||
/// </summary>
|
||||
float currentScore;
|
||||
/// <summary>
|
||||
/// 步骤是否已完成
|
||||
/// </summary>
|
||||
bool isDone;
|
||||
|
||||
public void SetScore(float score)
|
||||
{
|
||||
isDone = true;
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: efc96f6a32601eb468d03debfd8d9661
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 20509a9c360dbfa448a36ca6eeaf639d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -22,6 +22,7 @@ public class Tool_Screw : Tool_Base
|
|||
/// </summary>
|
||||
public Transform installPos;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 螺丝拧紧时的位置
|
||||
/// </summary>
|
||||
|
@ -33,6 +34,7 @@ public class Tool_Screw : Tool_Base
|
|||
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 被拧紧
|
||||
/// </summary>
|
||||
|
@ -42,7 +44,7 @@ public class Tool_Screw : Tool_Base
|
|||
//设置螺丝刀初始位置
|
||||
screwdriver.transform.position = installPos.position;
|
||||
//动画
|
||||
transform.DOLocalMoveY(localYInstallValue, 1)
|
||||
transform.DOLocalMoveY(transform.localPosition.y+0.02f, 1)
|
||||
.OnUpdate(() =>
|
||||
{
|
||||
transform.RotateAroundLocal(Vector3.up, 1);
|
||||
|
@ -56,7 +58,7 @@ public class Tool_Screw : Tool_Base
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// ±»Å¡ËÍ
|
||||
/// ±»Å¡ËÉ
|
||||
/// </summary>
|
||||
/// <param name="screwdriver"></param>
|
||||
public void BeUnInstalled(Tool_Screwdriver screwdriver)
|
||||
|
@ -64,7 +66,7 @@ public class Tool_Screw : Tool_Base
|
|||
//设置螺丝刀初始位置
|
||||
screwdriver.transform.position = installPos.position;
|
||||
//动画
|
||||
transform.DOLocalMoveY(localYUnInstallValue, 1)
|
||||
transform.DOLocalMoveY(transform.localPosition.y - 0.02f, 1)
|
||||
.OnUpdate(() =>
|
||||
{
|
||||
transform.RotateAroundLocal(Vector3.up, 1);
|
||||
|
|
|
@ -27,10 +27,47 @@ public class Tool_Screwdriver : Tool_Base
|
|||
/// <param name="screw"></param>
|
||||
public void UnInstall(Tool_Screw screw)
|
||||
{
|
||||
if (screw.isInstall)
|
||||
if (screw.isInstall )
|
||||
{
|
||||
Debug.Log("¿ªÊ¼Ð¶ÂÝË¿");
|
||||
screw.BeUnInstalled(this);
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//点击螺丝验电
|
||||
Ray tmpray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(tmpray, out RaycastHit hit))
|
||||
{
|
||||
//插座
|
||||
Tool_Screw ts = hit.transform.GetComponent<Tool_Screw>();
|
||||
if (ts != null)
|
||||
{
|
||||
if(ts.id== "电能表盖子固定螺丝1" && !Device_DirectAccessElectricEnergyMeteringDevice.instance.cover_seal_Left.isCut)
|
||||
{
|
||||
Debug.Log("封印未剪断");
|
||||
return;
|
||||
}
|
||||
|
||||
if (ts.id == "电能表盖子固定螺丝2" && !Device_DirectAccessElectricEnergyMeteringDevice.instance.cover_seal_Right.isCut)
|
||||
{
|
||||
Debug.Log("封印未剪断");
|
||||
return;
|
||||
}
|
||||
|
||||
if (ts.isInstall)
|
||||
{
|
||||
UnInstall(ts);
|
||||
}
|
||||
else
|
||||
{
|
||||
Install(ts);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -7,6 +7,33 @@ using UnityEngine;
|
|||
/// </summary>
|
||||
public class Tool_TestPen : Tool_Base
|
||||
{
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//µã»÷ÂÝË¿Ñéµç
|
||||
Ray tmpray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(tmpray, out RaycastHit hit))
|
||||
{
|
||||
//²å×ù
|
||||
Device_Base db = hit.transform.GetComponent<Device_Base>();
|
||||
if (db != null)
|
||||
{
|
||||
Test(db);
|
||||
return;
|
||||
}
|
||||
|
||||
//¹ñÃÅ
|
||||
Tool_Base tb= hit.transform.GetComponent<Tool_Base>();
|
||||
if(tb != null)
|
||||
{
|
||||
Test(tb);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 执行验电操作
|
||||
/// </summary>
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static Unity.Burst.Intrinsics.X86.Avx;
|
||||
|
||||
/// <summary>
|
||||
/// °þÏßǯ
|
||||
|
@ -8,12 +9,59 @@ using UnityEngine;
|
|||
public class Tool_WireStripper : Tool_Base
|
||||
{
|
||||
/// <summary>
|
||||
/// ¼ô·âÓ¡
|
||||
/// 开始剪封印
|
||||
/// </summary>
|
||||
/// <param name="device_Seal"></param>
|
||||
public void CutOpen(Device_Seal device_Seal)
|
||||
{
|
||||
device_Seal.isCut = true;
|
||||
device_Seal.gameObject.SetActive(false);
|
||||
transform.position = device_Seal.testPosAndRot.position;
|
||||
transform.eulerAngles = device_Seal.testPosAndRot.eulerAngles;
|
||||
//播放动画
|
||||
StopAllCoroutines();
|
||||
StartCoroutine(PlayAnimi(device_Seal));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 剪的动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator PlayAnimi(Device_Seal device_Seal)
|
||||
{
|
||||
SkinnedMeshRenderer renderer= GetComponentInChildren<SkinnedMeshRenderer>();
|
||||
float vlaue = 0;
|
||||
//打开
|
||||
while (renderer.GetBlendShapeWeight(0) < 100)
|
||||
{
|
||||
vlaue += (Time.deltaTime * 50);
|
||||
renderer.SetBlendShapeWeight(0, vlaue);
|
||||
yield return null;
|
||||
}
|
||||
//关闭
|
||||
while (renderer.GetBlendShapeWeight(0) > 0)
|
||||
{
|
||||
vlaue -= (Time.deltaTime * 50);
|
||||
renderer.SetBlendShapeWeight(0, vlaue);
|
||||
yield return null;
|
||||
}
|
||||
//剪断
|
||||
device_Seal.Cut();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
//点击螺丝验电
|
||||
Ray tmpray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
if (Physics.Raycast(tmpray, out RaycastHit hit))
|
||||
{
|
||||
//封印
|
||||
Device_Seal ds = hit.transform.GetComponent<Device_Seal>();
|
||||
if (ds != null)
|
||||
{
|
||||
CutOpen(ds);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
@ -20,32 +21,41 @@ public class ProcessTipPanel : MonoBehaviour
|
|||
/// </summary>
|
||||
private bool isOver=false;
|
||||
|
||||
/// <summary>
|
||||
/// 结果回调
|
||||
/// </summary>
|
||||
private Action<bool> tmpback;
|
||||
|
||||
/// <summary>
|
||||
/// 设置进度
|
||||
/// 开始走进度
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
public void SetProcess(bool ischeck)
|
||||
/// <param name="back"></param>
|
||||
public void StartProcess(Action<bool> back)
|
||||
{
|
||||
this.isCheck = ischeck;
|
||||
if(!ischeck )
|
||||
{
|
||||
currentProcess = 0;
|
||||
image.fillAmount = currentProcess;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("开始核对和抄录");
|
||||
}
|
||||
this.isCheck=true;
|
||||
tmpback = back;
|
||||
Debug.Log("开始核对和抄录");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 中止走进度
|
||||
/// </summary>
|
||||
public void StopProcess()
|
||||
{
|
||||
this.isCheck = false;
|
||||
currentProcess = 0;
|
||||
image.fillAmount = currentProcess;
|
||||
tmpback(false);
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!isOver)
|
||||
{
|
||||
if (isCheck)
|
||||
{
|
||||
currentProcess = Mathf.Clamp01(currentProcess + Time.deltaTime * 0.1f);
|
||||
currentProcess = Mathf.Clamp01(currentProcess + Time.deltaTime * 0.3f);
|
||||
image.fillAmount = currentProcess;
|
||||
if (currentProcess == 1)
|
||||
{
|
||||
|
@ -56,7 +66,7 @@ public class ProcessTipPanel : MonoBehaviour
|
|||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
SetProcess(false);
|
||||
StopProcess();
|
||||
isOver = true;
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
@ -69,6 +79,7 @@ public class ProcessTipPanel : MonoBehaviour
|
|||
private void ThisDestroy()
|
||||
{
|
||||
Debug.Log("ºË¶ÔºÍ³Â¼Íê³É£¡");
|
||||
tmpback(true);
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
|
@ -196,8 +196,9 @@ public enum DeviceType
|
|||
计量柜,
|
||||
计量柜_柜门,
|
||||
计量柜_插座,
|
||||
直接接入式电能计量装置,
|
||||
直接接入式电能计量装置_开关,
|
||||
直接接入式电能计量装置_铭牌,
|
||||
直接接入式电能计量装置_合格标志,
|
||||
三相四线电表,
|
||||
三相四线电表_开关,
|
||||
三相四线电表_铭牌,
|
||||
三相四线电表_接线盖子,
|
||||
封印
|
||||
}
|
|
@ -8,6 +8,7 @@ public class MobileController : PermanentTriggerBase
|
|||
{
|
||||
public int downIndex = 0;
|
||||
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
base.OnAwake();
|
||||
|
@ -35,10 +36,16 @@ public class MobileController : PermanentTriggerBase
|
|||
}
|
||||
break;
|
||||
case 1:
|
||||
|
||||
GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
_highlight.highlighted = false;
|
||||
downIndex = 0;
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, false) == 0)
|
||||
{
|
||||
GameManager.UIMgr.ShowPanel<UI_SessionPanel>(E_UI_Layer.Mid, (panel) =>
|
||||
{
|
||||
panel.Init(triggerID);
|
||||
});
|
||||
//GameManager.ProcessMgr.CheckSubProcessSteps(GameManager.ProcessMgr.subProcessStepId);
|
||||
_highlight.highlighted = false;
|
||||
downIndex ++;
|
||||
}
|
||||
break;
|
||||
//case 2:
|
||||
// if (GameManager.ProcessMgr.CheckSubProcessSteps(4003))
|
||||
|
|
|
@ -1,9 +1,12 @@
|
|||
using System.Collections;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class UI_SessionPanel : BasePanel
|
||||
{
|
||||
private int triggerID;
|
||||
public float TypeTime =0.1f;
|
||||
private void Start()
|
||||
{
|
||||
Debug.Log("1111111");
|
||||
|
@ -11,10 +14,12 @@ public class UI_SessionPanel : BasePanel
|
|||
/// <summary>
|
||||
/// 初始化
|
||||
/// </summary>
|
||||
//public void Init(string content)
|
||||
//{
|
||||
// GetControl<TextMeshProUGUI>("Text_DialogBox").text = content;//在开始时给content赋值
|
||||
//}
|
||||
public void Init(int triggerID)
|
||||
{
|
||||
this.triggerID = triggerID;
|
||||
|
||||
GetControl<TextMeshProUGUI>("PlayerText_DialogBox").text = "我是xxx供电所人员,到xxx地方开展经互感器接入式低压电能计量装置安装作业。";
|
||||
}
|
||||
public override void ShowMe()
|
||||
{
|
||||
|
||||
|
@ -25,6 +30,23 @@ public class UI_SessionPanel : BasePanel
|
|||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打字机
|
||||
/// </summary>
|
||||
/// <param name="content">需要显示文字</param>
|
||||
/// <returns></returns>
|
||||
IEnumerator Typing(string content)
|
||||
{
|
||||
GetControl<TextMeshProUGUI>(content).text = string.Empty;
|
||||
string strTemp = string.Empty;
|
||||
for (int i = 0; i < GetControl<TextMeshProUGUI>(content).text.Length; i++)
|
||||
{
|
||||
yield return new WaitForSeconds(TypeTime);
|
||||
strTemp += GetControl<TextMeshProUGUI>(content).text[i];
|
||||
GetControl<TextMeshProUGUI>(content).text = strTemp;
|
||||
}
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// 按钮点击
|
||||
/// </summary>
|
||||
|
@ -33,15 +55,23 @@ public class UI_SessionPanel : BasePanel
|
|||
{
|
||||
switch (btnName)
|
||||
{
|
||||
case "ContinueBtn":
|
||||
case "PlayerContinueBtn":
|
||||
Debug.Log("点击继续按钮");
|
||||
GetControl<Button>("ContinueBtn").gameObject.SetActive(false);
|
||||
GetControl<Button>("CloseBtn").gameObject.SetActive(true);
|
||||
GetControl<TextMeshProUGUI>("Text_DialogBox").text = "你好,我是xx供电公司员工,这是我的工作证。现在我们要对贵户高压电能计量装置进行安装";
|
||||
GetControl<Image>("PlayerSessionPanel").gameObject.SetActive(false);
|
||||
GetControl<Image>("ClientSessionPanel").gameObject.SetActive(true);
|
||||
//StartCoroutine(Typing("好的"));
|
||||
GetControl<TextMeshProUGUI>("ClientText_DialogBox").text = "好的";
|
||||
break;
|
||||
case "CloseBtn":
|
||||
this.gameObject.SetActive(false);
|
||||
case "ClientContinueBtn":
|
||||
if (GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID(triggerID, true) == 0)
|
||||
{
|
||||
GameManager.UIMgr.HidePanel<UI_SessionPanel>();
|
||||
}
|
||||
break;
|
||||
//case "CloseBtn":
|
||||
// this.gameObject.SetActive(false);
|
||||
// break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue