using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 验电笔
///
public class Tool_TestPen : Tool_Base
{
public MeshRenderer screem;
///
/// 是否闪烁
///
private bool isFlicker;
private float time;
///
/// 是否回到手里
///
private float backToHandTime;
private void Update()
{
if (GameManager.RunModelMgr != null && GameManager.RunModelMgr.SceneType != E_SceneType.Site)
return;
if (Input.GetMouseButtonDown(0) && !isMoving)
{
//点击螺丝验电
Ray tmpray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(tmpray, out RaycastHit hit))
{
//插座/柜门
Device_Base db = hit.transform.GetComponent();
if (db != null)
{
Test(db);
return;
}
//螺丝
Tool_Base tb = hit.transform.GetComponent();
if (tb != null)
{
Test(tb);
return;
}
}
}
if (isFlicker)
{
time += Time.deltaTime * 3;
if (time < 1)
{
screem.materials[0].color = Color.red;
}
else if (time > 1 && time < 2)
{
screem.materials[0].color = Color.white;
}
else
{
time = 0;
}
}
//收回手中
if(backToHandTime>0)
{
backToHandTime -= Time.deltaTime;
if (backToHandTime <= 0)
{
if (!isMoving)
{
isFlicker = false;
base.ReBackHead();
}
}
}
}
///
/// 执行验电操作
///
/// 被验电设备
public void Test(Device_Base device_base)
{
if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", false)) == 0)
{
if (device_base.deviceType == DeviceType.计量柜_插座)
{
isMoving = true;
backToHandTime = 3f;
var tmp = ((Device_Socket)device_base);
//位置移动
base.hand_out_action?.Invoke();
transform.parent = null;
transform.DORotate(tmp.testPosAndRot.eulerAngles, 0.5f);
transform.DOMove(tmp.testPosAndRot.position, 1).OnComplete(() =>
{
Debug.Log("计量柜_插座 已验电");
isFlicker = tmp.hasElectricity;
screem.materials[0].color = isFlicker ? Color.red : Color.white;
int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
isMoving = false;
backToHandTime = 3f;
base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
});
}
else if (device_base.deviceType == DeviceType.计量柜_柜门)
{
var tmp = ((Device_CabinetDoor)device_base);
backToHandTime = 3f;
//位置移动
base.hand_out_action?.Invoke();
transform.parent = null;
transform.DOLocalRotate(tmp.testPosAndRot.localEulerAngles, 0.5f);
transform.DOMove(tmp.testPosAndRot.position, 1).OnComplete(() =>
{
Debug.Log("计量柜_柜门 已验电");
isFlicker = tmp.hasElectricity;
screem.materials[0].color = isFlicker ? Color.red : Color.white;
int index = (triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{device_base.triggerName}", true));
isMoving = false;
backToHandTime = 3f;
base.CallScoreAction(null, $"{triggerName}+{device_base.triggerName}");
});
}
}
}
///
/// 执行验电操作
///
/// 被验电设备
public void Test(Tool_Base tool_base)
{
if ((triggerAction == null ? 0 : triggerAction.Invoke($"{triggerName}+{tool_base.triggerName}", true)) == 0)
{
if (tool_base.toolType == ToolType.螺丝)
{
isMoving = true;
backToHandTime = 3f;
var tmp = ((Tool_Screw)tool_base);
base.hand_out_action?.Invoke();
//位置移动
transform.parent = null;
transform.DOLocalRotate(tmp.installPos.localEulerAngles, 0.5f);
transform.DOMove(tmp.installPos.position, 1).OnComplete(() =>
{
Debug.Log("螺丝 已验电");
isFlicker = tmp.hasElectricity;
screem.materials[0].color = isFlicker ? Color.red : Color.white;
isMoving = false;
backToHandTime = 3f;
base.CallScoreAction(null, $"{triggerName}+{tool_base.triggerName}");
});
}
}
}
}