using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; /// /// 打开窗帘/窗户 /// public class Control_Curtain : MonoBehaviour { public static Control_Curtain Instance; /// /// 开/关窗帘 /// public Button opencurtain; /// /// 点击的窗帘 /// public Transform curtain; public Toggle Open; public Toggle Close; private void Awake() { Instance = this; } void Start() { //opencurtain.onClick.AddListener(() => //{ // Opencurtains(); //}); } private void Update() { if (SelectModel.Instance.region != Region.None && curtain == null) { switch (SelectModel.Instance.region) { case Region.环境控制: curtain = Furniture_Manager.Instance.FindHome("环境", "窗帘"); break; case Region.设备互联与系统控制: curtain = Furniture_Manager.Instance.FindHome("互联", "窗帘"); break; case Region.智能家电与维护: curtain = Furniture_Manager.Instance.FindHome("家电", "窗帘"); break; } } //如果没在播放动画 则可以继续点击按钮 if (curtain != null && !curtain.GetComponent().isPlaying) { Open.interactable = true; Close.interactable = true; } } public void AudiosTalk(string Talk) { if (Talk.Contains("开窗帘")) { Open.isOn = true; Opencurtains(true); } else if (Talk.Contains("关窗帘")) { Open.isOn = false; Opencurtains(false); } } public void Opencurtains(bool isopen) { Open.interactable = false; Close.interactable = false; Opencurtain(isopen); } /// /// 开关窗帘 /// /// void Opencurtain(bool isopen) { if (curtain.GetComponent().GetBlendShapeWeight(0) == 0&& !isopen) { curtain.GetComponent().Play("窗帘开"); } else if (curtain.GetComponent().GetBlendShapeWeight(0) == 100&& isopen) { curtain.GetComponent().Play("窗帘关"); } } }