using System; using EVP; using UnityEngine; namespace Script.Manaegr { public class CarInputManager : MonoBehaviour { public TurnSignalController turnSignalController; public VehicleController vehicleController; public VehicleStandardInput vehicleStandardInput; public AccidentManager accidentManager; public GameObject cam1; public GameObject cam2; public GameObject menuUI; public GameObject carInfoUI; public AnimationController ygq; private bool isYgq = false; public void Init() { vehicleController.maxSpeedForward = 11; carInfoUI.SetActive(true); } private void Update() { //左转向 if (Input.GetKeyDown(KeyCode.J)) { turnSignalController.SetSignal(1); } if (Input.GetKeyDown(KeyCode.K)) { turnSignalController.SetSignal(3); } if (Input.GetKeyDown(KeyCode.L)) { turnSignalController.SetSignal(2); } //切换车内视角 if (Input.GetKeyDown(KeyCode.U)) { if (cam1.activeInHierarchy) { cam1.SetActive(false); cam2.SetActive(true); } else { cam1.SetActive(true); cam2.SetActive(false); } } //雨刮器 if (Input.GetKeyDown(KeyCode.I)) { if (!isYgq) { isYgq = true; ygq.PlayAnimation("donghua"); } else { isYgq = false; ygq.StopAnimationLoop(); } } //菜单 if (Input.GetKeyDown(KeyCode.Escape)) { if (menuUI.activeInHierarchy) { menuUI.SetActive(false); } else { menuUI.SetActive(true); } } if (vehicleStandardInput.forwardInput >= 1) { if (vehicleStandardInput.steerInput >= 1) //右 { if (turnSignalController.turnSignalState != TurnSignalState.右转向) { accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose"); accidentManager.uis.transform.Find("UI/转向").gameObject.SetActive(true); } } else if (vehicleStandardInput.steerInput <= -1) //左 { if (turnSignalController.turnSignalState != TurnSignalState.左转向) { accidentManager.PlayAnimationSequence("MsgWinAnimOpen", "MsgWinAnimClose"); accidentManager.uis.transform.Find("UI/转向").gameObject.SetActive(true); } } } } } }