using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Device_Base : PermanentTriggerBase
{
    /// 
    /// 设备类型
    /// 
    public DeviceType deviceType;
    /// 
    /// trigger触发事件
    /// 
    public Func triggerAction;
    /// 
    /// 是否正在移动
    /// 
    public bool isMoving;
    private Vector3 head_LocalPos;
    private Vector3 head_LocalEulerAnglesl;
    protected override void OnAwake()
    {
        if (GameManager.RunModelMgr.SceneType == E_SceneType.Site)
        {
            base.OnAwake();
        }
    }
    protected override void OnStart()
    {
        if (GameManager.RunModelMgr.SceneType == E_SceneType.Site)
        {
            base.OnStart();
            AddTriggerAction(GameManager.ProcessMgr.IsRightSubProcessStepsTriggerID);
        }
    }
    protected override void OnMEnter()
    {
        if (GameManager.RunModelMgr.SceneType == E_SceneType.Site && GameManager.RunModelMgr.ModeType != E_ModeType.Study)
        {
            base.OnMEnter();
            _highlight.SetHighlighted(true);
        }
    }
    protected override void OnMExit()
    {
        if (GameManager.RunModelMgr.SceneType == E_SceneType.Site && GameManager.RunModelMgr.ModeType != E_ModeType.Study)
        {
            base.OnMExit();
            _highlight.SetHighlighted(false);
        }
    }
    public void AddTriggerAction(Func action)
    {
        this.triggerAction = action;
    }
    public void AddStartAction(Action callback)
    {
        startAction += callback;
    }
    public void AddEndAction(Action callback)
    {
        endAction += callback;
    }
    /// 
    /// 设置工具回到手中的位置
    /// 
    /// 
    /// 
    public void SetHeadPosAndEulerang(Vector3 head_LocalPos, Vector3 head_LocalEulerAnglesl)
    {
        this.head_LocalPos = head_LocalPos;
        this.head_LocalEulerAnglesl = head_LocalEulerAnglesl;
    }
}