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m_StateMachineBehaviours: []
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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m_EntryPosition: {x: 50, y: 120, z: 0}
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m_ExitPosition: {x: 800, y: 120, z: 0}
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@ -11,6 +11,9 @@ public class AccidentManager : MonoBehaviour
|
||||||
|
|
||||||
public GameObject[] baotai;
|
public GameObject[] baotai;
|
||||||
public CarGearControl carGearControl;
|
public CarGearControl carGearControl;
|
||||||
|
|
||||||
|
public Animation zuiwei;
|
||||||
|
public Animator diandongcheren;
|
||||||
void Close()
|
void Close()
|
||||||
{
|
{
|
||||||
for (int i = 0; i < uis.transform.Find("UI").childCount; i++)
|
for (int i = 0; i < uis.transform.Find("UI").childCount; i++)
|
||||||
|
|
@ -18,7 +21,8 @@ public class AccidentManager : MonoBehaviour
|
||||||
uis.transform.Find("UI").GetChild(i).gameObject.SetActive(false);
|
uis.transform.Find("UI").GetChild(i).gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
uis.SetActive(true);
|
zuiwei.gameObject.SetActive(false);
|
||||||
|
diandongcheren.gameObject.SetActive(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -30,16 +34,19 @@ public class AccidentManager : MonoBehaviour
|
||||||
if (other.transform.tag == "People")
|
if (other.transform.tag == "People")
|
||||||
{
|
{
|
||||||
Close();
|
Close();
|
||||||
|
uis.SetActive(true);
|
||||||
uis.transform.Find("UI").Find("撞倒行人").gameObject.SetActive(true);
|
uis.transform.Find("UI").Find("撞倒行人").gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else if (other.name == "Box_Collider")
|
else if (other.name == "Box_Collider")
|
||||||
{
|
{
|
||||||
Close();
|
Close();
|
||||||
|
uis.SetActive(true);
|
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uis.transform.Find("UI").Find("汽车追尾").gameObject.SetActive(true);
|
uis.transform.Find("UI").Find("汽车追尾").gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else if (other.name == "爆胎")
|
else if (other.name == "爆胎")
|
||||||
{
|
{
|
||||||
Close();
|
Close();
|
||||||
|
uis.SetActive(true);
|
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uis.transform.Find("UI").Find("爆胎").gameObject.SetActive(true);
|
uis.transform.Find("UI").Find("爆胎").gameObject.SetActive(true);
|
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|
|
||||||
for (int i = 0; i < baotai.Length; i++)
|
for (int i = 0; i < baotai.Length; i++)
|
||||||
|
|
@ -51,6 +58,7 @@ public class AccidentManager : MonoBehaviour
|
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if (b)
|
if (b)
|
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{
|
{
|
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Close();
|
Close();
|
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|
uis.SetActive(true);
|
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uis.transform.Find("UI").Find("礼让行人").gameObject.SetActive(true);
|
uis.transform.Find("UI").Find("礼让行人").gameObject.SetActive(true);
|
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carGearControl.mingdi = false;
|
carGearControl.mingdi = false;
|
||||||
}
|
}
|
||||||
|
|
@ -58,12 +66,46 @@ public class AccidentManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
carGearControl.mingdi = true;
|
carGearControl.mingdi = true;
|
||||||
}
|
}
|
||||||
|
}else if (other.name == "隧道汽车追尾")
|
||||||
|
{
|
||||||
|
StartCoroutine(PlayAnimation());
|
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|
}else if (other.name == "电动车穿行")
|
||||||
|
{
|
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|
StartCoroutine(diandongche());
|
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|
}else if (other.name == "刹车失灵")
|
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|
{
|
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|
Close();
|
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|
uis.SetActive(true);
|
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|
uis.transform.Find("UI").Find("刹车失灵").gameObject.SetActive(true);
|
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}
|
}
|
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|
|
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}
|
}
|
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|
IEnumerator PlayAnimation()
|
||||||
|
{
|
||||||
|
zuiwei.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
zuiwei.Play("donghua");
|
||||||
|
// 等待动画播放完毕
|
||||||
|
yield return new WaitForSeconds(zuiwei["donghua"].length);
|
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|
Close();
|
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|
uis.SetActive(true);
|
||||||
|
uis.transform.Find("UI").Find("汽车追尾").gameObject.SetActive(true);
|
||||||
|
// 在这里编写动画播放完之后的代码
|
||||||
|
// 例如: Debug.Log("动画播放完成");
|
||||||
|
}
|
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IEnumerator diandongche()
|
||||||
|
{
|
||||||
|
diandongcheren.gameObject.SetActive(true);
|
||||||
|
|
||||||
|
diandongcheren.Play("diandongchedonghua");
|
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// 等待动画播放完毕
|
||||||
|
yield return new WaitForSeconds(diandongcheren.GetCurrentAnimatorStateInfo(0).length);
|
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|
Close();
|
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|
uis.SetActive(true);
|
||||||
|
uis.transform.Find("UI").Find("电动车穿行").gameObject.SetActive(true);
|
||||||
|
// 在这里编写动画播放完之后的代码
|
||||||
|
// 例如: Debug.Log("动画播放完成");
|
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|
}
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private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
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{
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{
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Tr(other.transform);
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Tr(other.transform);
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@ -0,0 +1,169 @@
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Loading…
Reference in New Issue