YanCheng_Metrology/Assets/Scripts/CXX/Devices/Device_Base.cs

82 lines
2.1 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Device_Base : PermanentTriggerBase
{
/// <summary>
/// 设备类型
/// </summary>
public DeviceType deviceType;
/// <summary>
/// trigger触发事件
/// </summary>
public Func<string, bool, int> triggerAction;
/// <summary>
/// 是否正在移动
/// </summary>
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<string, bool, int> action)
{
this.triggerAction = action;
}
public void AddStartAction(Action callback)
{
hand_out_action += callback;
}
public void AddEndAction(Action callback)
{
hand_back_action += callback;
}
/// <summary>
/// 设置工具回到手中的位置
/// </summary>
/// <param name="head_LocalPos"></param>
/// <param name="head_LocalEulerAnglesl"></param>
public void SetHeadPosAndEulerang(Vector3 head_LocalPos, Vector3 head_LocalEulerAnglesl)
{
this.head_LocalPos = head_LocalPos;
this.head_LocalEulerAnglesl = head_LocalEulerAnglesl;
}
}