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;
}
}