H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Script/Old/Trigger_Station.cs

154 lines
4.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Trigger_Station : MonoBehaviour
{
/// <summary>
/// 无感充电
/// </summary>
public Transform NoFeelingCD;
/// <summary>
/// 无感充电特效
/// </summary>
private Transform NoFeelingEffect;
/// <summary>
/// 正常充电特效
/// </summary>
//public Transform NorMalEffect;
///解决 无感充电 重置问题
bool isFFirstTime = true;
/// <summary>
/// 解决无感充电UI显示问题
/// </summary>
public static bool istrue = true;
public GameObject obj1;
/// <summary>
/// 充完电速度问题
/// </summary>
bool istrigger = true;
public GameObject SpeedText1;
public GameObject SpeedText2;
public GameObject SpeedText3;
public GameObject SpeedText4;
private float Max_Battery = 100f;//最大电量
private float Min_Battery = 0f;//最大电量
private float Current_Battery = 20f;//最大电量
private float consumption = 0.1f;//消耗电量速度
public Text txt_battery;
bool bool1 = true;
private void Update()
{
if (Current_Battery < 99.3F)
Current_Battery += consumption * Time.deltaTime;
txt_battery.text = Current_Battery.ToString("f2") + "%";
}
private void Start()
{
//obj1.SetActive(false);
NoFeelingCD.GetChild(1).GetComponent<Button>().onClick.AddListener(XuanZeFangshi1);//无感支付
NoFeelingCD.GetChild(2).GetComponent<Button>().onClick.AddListener(XuanZeFangshi2);//直流充电
//NoFeelingEffect=NoFeelingCD.GetChild(2);
}
// Start is called before the first frame update
private void OnTriggerEnter(Collider other)
{
//obj1.SetActive(true);
// Trigger_road.dian = true;
if (bool1)
{
Current_Battery = 12.15f;
bool1 = false;
}
//transform.parent.parent.SendMessage("Audio_CDZ_station");
//踩到外面的才可以重新计算
if (istrue == true)
{
istrue = false;
NoFeelingCD.gameObject.SetActive(true);//无感充电
NoFeelingCD.GetChild(0).gameObject.SetActive(true);
NoFeelingCD.GetChild(1).gameObject.SetActive(true);
NoFeelingCD.GetChild(2).gameObject.SetActive(true);
//速度问题
SpeedText1.SetActive(false);
SpeedText2.SetActive(true);
}
//if (istrigger)
//{
// SpeedText1.SetActive(false);
// SpeedText2.SetActive(true);
// istrigger = false;
//}
}
private void OnTriggerExit(Collider other)
{
//obj1.SetActive(false);
Trigger_road.dian = false;
NoFeelingCD.Find("无感充电提示语").gameObject.SetActive(false);
}
private void OnTriggerStay(Collider other)
{
if (Input.GetKeyDown(KeyCode.JoystickButton10))
{
XuanZeFangshi1();//开始无感充电
}
}
/// <summary>
/// 选择充电方式 无感充电
/// </summary>
void XuanZeFangshi1()
{
//无感充电
NoFeelingCD.Find("无感充电提示语").gameObject.SetActive(true);
NoFeelingCD.GetChild(0).gameObject.SetActive(false );
NoFeelingCD.GetChild(1).gameObject.SetActive(false);
NoFeelingCD.GetChild(2) .gameObject.SetActive(false);
Trigger_road.dian = false;
if (!isFFirstTime)
{
print("无感充电动画重置完成");
NoFeelingCD.Find("无感充电提示语").GetComponent<Animator>().SetTrigger("isTrigger");
}
else
{
isFFirstTime = false;
}
}
/// <summary>
/// 选择充电方式 直流充电
/// </summary>
void XuanZeFangshi2()
{
//直流充电
//NorMalEffect.gameObject.SetActive(true);
}
void FinishCD()
{
print("结束充电");
NoFeelingCD.gameObject.SetActive(false);
//NorMalEffect.gameObject.SetActive(false);
}
}