YanCheng_Metrology/Assets/Scripts/Project/Manager/TooRoomlMannger.cs

61 lines
1.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class TooRoomlMannger : SingletonMono<TooRoomlMannger>
{
public BaseToolOrDevice[] allTMDs;
public Transform headSlot;
public Transform bodySlot;
public Transform HandSlot;
private List<Material> _cancel; //未穿戴材质球
private List<Material> _wear; //穿戴材质球
// Start is called before the first frame update
void Start()
{
_cancel = new List<Material>();
_wear = new List<Material>();
_cancel = Resources.LoadAll<Material>("Materials/CharacterEquip/Cancel").ToList();
_wear = Resources.LoadAll<Material>("Materials/CharacterEquip/Wear").ToList();
foreach (var tmd in allTMDs)
{
tmd.GetInfo();
}
}
public void Wear(string equipName,bool isChange)
{
Material ma = null;
if (isChange)
{
ma = _wear.SingleOrDefault(s => s.name == equipName);
}
else
{
ma = _cancel.SingleOrDefault(s => s.name == equipName);
}
switch (equipName)
{
case "国网安全帽":
headSlot.GetComponent<SkinnedMeshRenderer>().material = ma;
break;
case "工作服":
bodySlot.GetComponent<SkinnedMeshRenderer>().material = ma;
break;
case "绝缘手套":
HandSlot.GetComponent<SkinnedMeshRenderer>().material = ma;
break;
case "绝缘靴":
Debug.Log("靴子");
break;
}
}
}