using DG.Tweening; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 十字螺丝 /// public class Tool_Screw : Tool_Base { /// /// 是否已拧紧 /// public bool isInstall; /// /// 上螺丝位置 /// public Transform installPos; /// /// 是否带电 /// public bool hasElectricity; /// /// 安装状态时Y的local值 /// public float initPostionY; /// /// 螺丝拆装事件回调 /// private Action installAction; /// /// 螺丝判断条件回调 /// private Func checkCanMove; public void AddinstallAction(Action action) { this.installAction=action; } public void AddCheckAction(Func checkCanMove) { this.checkCanMove=checkCanMove; } protected override void OnMDown() { base.OnMDown(); } /// /// 螺丝是否可以拧 /// /// public bool CanMove() { if(checkCanMove==null) { return true; } else { return checkCanMove.Invoke(); } } /// /// 被拧紧 /// /// public void BeInstalled(Tool_Screwdriver screwdriver) { //动画 transform.DOLocalMoveY(initPostionY, 1) .OnUpdate(() => { transform.RotateAroundLocal(Vector3.up, 1); screwdriver.transform.position = installPos.position; screwdriver.transform.RotateAroundLocal(Vector3.right, 10); }) .OnComplete(() => { Debug.Log("螺丝已拧紧"); isInstall = true; isMoving = false; screwdriver.isMoving = false; installAction?.Invoke(true); screwdriver.ReBackHead(); CallScoreAction(true); }); } /// /// 被拧松 /// /// public void BeUnInstalled(Tool_Screwdriver screwdriver) { //动画 transform.DOLocalMoveY(initPostionY - 0.02f, 1) .OnUpdate(() => { transform.RotateAroundLocal(Vector3.up, 1); screwdriver.transform.position = installPos.position; screwdriver.transform.RotateAroundLocal(Vector3.right, 10); }) .OnComplete(() => { Debug.Log("螺丝已拧松"); isInstall = false; isMoving = false; screwdriver.isMoving = false; installAction?.Invoke(false); screwdriver.ReBackHead(); CallScoreAction(false); }); } }