YanCheng_Metrology/Assets/Scripts/CXX/Tools/Tool_Base.cs

89 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using DG.Tweening;
/// <summary>
/// 工具材料基类
/// </summary>
public class Tool_Base : PermanentTriggerBase
{
/// <summary>
/// 工具类型
/// </summary>
public ToolType toolType;
/// <summary>
/// trigger触发事件
/// </summary>
public Func<string, bool, int> triggerAction;
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;
}
/// <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;
}
/// <summary>
/// 工具回到手中
/// </summary>
public void ReBackHead()
{
transform.parent = Camera.main.transform;
transform.DOLocalRotate(head_LocalEulerAnglesl, 0.5f);
transform.DOLocalMove(head_LocalPos, 1).OnComplete(() =>
{
transform.localPosition = head_LocalPos;
transform.localEulerAngles = head_LocalEulerAnglesl;
});
}
}