using DG.Tweening; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [AddComponentMenu("PatternChoose/模式选择")] public class PatternChoose : MonoBehaviour { public Button TS_button; public Button RL_button; /// /// 热力效果图 /// public GameObject heatMap; // Start is called before the first frame update Vector3 init_pos; Vector3 init_rot; private void Awake() { init_pos=Camera.main.transform.localPosition; init_rot = Camera.main.transform.localEulerAngles; } void Start() { TS_button.onClick.AddListener(() => F1(false)); RL_button.onClick.AddListener(() => F2(true)); } // Update is called once per frame void Update() { } void F1(bool isheatMap) { heatMap.SetActive(isheatMap); ExtendedFlycam.Inst.init_mainCamera_rot(); Camera.main.transform.DOMove(/*TransparentGlowManage.Inst.MainCamera_pos*/init_pos, 1f); Camera.main.transform.DORotateQuaternion(Quaternion.Euler(/*TransparentGlowManage.Inst.MainCamera_rot*/init_rot), 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.renewALL(); } void F2(bool isheatMap) { heatMap.SetActive(isheatMap); ExtendedFlycam.Inst.init_mainCamera_rot(); Camera.main.transform.DOMove(/*TransparentGlowManage.Inst.MainCamera_pos*/init_pos, 1f); Camera.main.transform.DORotateQuaternion(Quaternion.Euler(/*TransparentGlowManage.Inst.MainCamera_rot*/init_rot), 1f).OnComplete(() => { //更新相机初始旋转角度 ExtendedFlycam.Inst.initialRotationEulerAngles = Camera.main.transform.localEulerAngles; }); TransparentGlowManage.Inst.renewALL(); } }