GQ_Communicate/GQ_TongXin/Assets/script/UI/PatternChoose.cs

65 lines
2.0 KiB
C#

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;
/// <summary>
/// 热力效果图
/// </summary>
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();
}
}