Merge branch 'SXElectricityInformationAcquisition' of http://gitea.umayle.com/huangjiayu/ShanxiKnowledgeBase into SXElectricityInformationAcquisition

# Conflicts:
#	SXElectricityInformationAcquisition/Assets/Scenes/现场 _Test.unity
This commit is contained in:
yzx 2024-06-12 23:47:11 +08:00
commit 04c0282792
15 changed files with 1139 additions and 336 deletions

1
.gitignore vendored
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@ -8,3 +8,4 @@ SXElectricityInformationAcquisition/.vs/
/SXElectricityInformationAcquisition/.vs
/SXElectricityInformationAcquisition/obj
*.csproj
SXElectricityInformationAcquisition/.vscode/

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@ -0,0 +1,6 @@
{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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@ -11,7 +11,7 @@ public class JunctionBox : MonoBehaviour
public Transform TransparentlidObj;
/// <summary>
/// 端子排上所有封印螺丝
/// 端子排上所有封印螺丝
/// </summary>
public GameObject[] allObjects;

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@ -4,14 +4,24 @@ using UnityEngine;
public class Ladder : MonoBehaviour
{
public static Ladder instance;
SkinnedMeshRenderer smr;
float weight;
bool show = false;
public void Awake()
{
instance = this;
}
public void Init()
{
smr = transform.GetComponent<SkinnedMeshRenderer>();
show = true;
}
public void closed()
{
show = false;
}
void Update()
{
if (show == false)

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@ -58,6 +58,21 @@ public class Screwdriver : MonoBehaviour
/// </summary>
public GameObject HubCoverObj;
/// <summary>
/// 集中器后边螺丝
/// </summary>
public GameObject[] ConcentratorScrewObj;
/// <summary>
/// 集线器物体
/// </summary>
public Transform ConcentratorObj;
/// <summary>
/// 电线前段胶带
/// </summary>
public Material TapeMar;
public InteractiveObjects[] interactiveObjects;
/// <summary>
@ -74,6 +89,19 @@ public class Screwdriver : MonoBehaviour
void Init()
{
ElectricWireBcr.enabled = false;
ElectricWireSMR.SetBlendShapeWeight(0, 0);
ElectricWireSMR.SetBlendShapeWeight(1, 0);
ElectricWireSMR.SetBlendShapeWeight(2, 0);
ElectricWireSMR.SetBlendShapeWeight(3, 0);
ElectricWireSMR.SetBlendShapeWeight(4, 0);
ElectricWireSMR.SetBlendShapeWeight(5, 0);
TapeMar.SetFloat("_step_p1", 0);
TapeMar.SetFloat("_step_p2", 0);
TapeMar.SetFloat("_step_p3", 0);
TapeMar.SetFloat("_step_p4", 0);
TapeMar.SetFloat("_step_p5", 0);
TapeMar.SetFloat("_step_p6", 0);
//TapeMar.SetFloat("_step_p1", 1);
}
// Update is called once per frame
@ -114,15 +142,25 @@ public class Screwdriver : MonoBehaviour
StartCoroutine(IEHubSegmentRowScrews());
ScrewObj[i].gameObject.SetActive(false);
}
//if (!ScrewObj[i].gameObject.activeInHierarchy)
//{
// StartCoroutine(IEElectricWire());
//}
}
if (hit.collider.gameObject.name == "固定螺丝_Rdown")
{
Debug.Log(hit.collider.gameObject.name);
StartCoroutine(IEHubSegmentRowScrews());
ConcentratorScrewObj[0].SetActive(false);
ConcentratorScrewObj[1].SetActive(false);
}
if (hit.collider.gameObject.name == "集电器固定螺丝_Ldown")
{
Debug.Log(hit.collider.gameObject.name);
StartCoroutine(IEHubSegmentRowScrews());
ConcentratorScrewObj[2].SetActive(false);
ConcentratorScrewObj[3].SetActive(false);
}
}
}
//集中器螺丝全隐藏后播放电线动画
if (AreAllObjectsHidden())
if (AreAllObjectsHidden()&& concentrator.isPlayAni)
{
StartCoroutine(ScrewdriverBack());
ElectricWireBcr.enabled = true;
@ -135,6 +173,10 @@ public class Screwdriver : MonoBehaviour
HubCoverObj.gameObject.transform.DOLocalMove(new Vector3(0, 0.0167f, -0.2387f),1);
Debug.Log("所有集线器盖子螺丝都已隐藏");
}
if (ConcentratorScrew())
{
StartCoroutine(IEConcentratorScrew());
}
}
/// <summary>
@ -143,15 +185,14 @@ public class Screwdriver : MonoBehaviour
/// <returns></returns>
public bool AreAllObjectsHidden()
{
// 检查每个对象的激活状态
foreach (GameObject obj in ScrewObj)
{
if (obj.activeInHierarchy) // 使用 activeInHierarchy 如果你想检查对象是否在其父级结构中被激活
if (obj.activeInHierarchy)
{
return false; // 如果找到任何一个激活的对象返回false
return false;
}
}
return true; // 如果所有对象都未激活返回true
return true;
}
/// <summary>
@ -160,16 +201,32 @@ public class Screwdriver : MonoBehaviour
/// <returns></returns>
public bool AllHubOfHubs()
{
// 检查每个对象的激活状态
foreach (GameObject obj in concentratorScrew)
{
if (obj.activeInHierarchy) // 使用 activeInHierarchy 如果你想检查对象是否在其父级结构中被激活
if (obj.activeInHierarchy)
{
return false; // 如果找到任何一个激活的对象返回false
return false;
}
}
return true; // 如果所有对象都未激活返回true
return true;
}
/// <summary>
/// 集中器后部四颗螺丝
/// </summary>
/// <returns></returns>
public bool ConcentratorScrew()
{
foreach (GameObject obj in ConcentratorScrewObj)
{
if (obj.activeInHierarchy)
{
return false;
}
}
return true;
}
/// <summary>
/// 螺丝刀返回动画
/// </summary>
@ -294,6 +351,21 @@ public class Screwdriver : MonoBehaviour
}
}
/// <summary>
/// 集中器背后螺丝
/// </summary>
/// <returns></returns>
IEnumerator IEConcentratorScrew()
{
ConcentratorObj.gameObject.transform.DOLocalMove(new Vector3(-0.2719f, 2.24768f, -0.0772f), 0.5f);
yield return new WaitForSeconds(1);
ConcentratorObj.gameObject.SetActive(false);
}
/// <summary>
/// 螺丝刀移动到集中器旁动画
/// </summary>
/// <returns></returns>
IEnumerator IEHubSegmentRowScrews()
{
ScrewdriverTrans.gameObject.transform.DOLocalMove(new Vector3(3.1215f, 2.1383f, -1.3484f),0.5f);

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@ -0,0 +1,161 @@
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class concentrator : MonoBehaviour
{
/// <summary>
/// 集中器
/// </summary>
public GameObject concentratorObj;
/// <summary>
/// 集中器端子螺丝
/// </summary>
public GameObject[] ScrewObj;
/// <summary>
/// 集线盒电线动画
/// </summary>
public SkinnedMeshRenderer ElectricWireSMR;
/// <summary>
/// 电线碰撞
/// </summary>
public BoxCollider TapeMarCol;
/// <summary>
/// 电线前段胶带
/// </summary>
public Material TapeMar;
/// <summary>
/// 螺丝是否全部显示
/// </summary>
int allls;
/// <summary>
/// 是否播放集线器螺丝拆完后电线动画
/// </summary>
public static bool isPlayAni = true;
bool isplaying = true;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0))
{//Camera.transform.forward
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
bool raycast = Physics.Raycast(ray, out hit);
if (raycast)
{
if (hit.collider.gameObject.name == "新的集中器碰撞")
{
StartCoroutine(Newconcentrator());
Debug.Log(hit.collider.gameObject.name);
}
for (int i = 0; i < ScrewObj.Length; i++)
{
if (hit.collider.gameObject.name == ScrewObj[i].name)
{
Debug.Log(hit.collider.gameObject.name);
//StartCoroutine(IEHubSegmentRowScrews());
ScrewObj[i].GetComponent<MeshRenderer>().enabled = true;
}
}
if (hit.collider.gameObject.name == "pCylinder170")
{
if (isplaying)
{
StartCoroutine(IEElectricWire());
isplaying = false;
}
}
}
}
if (AreAllObjectsHidden())
{
isPlayAni = false;
StartCoroutine(TapeBack());
Debug.Log("所有螺丝都显示");
}
}
/// <summary>
/// 新集中器螺丝
/// </summary>
/// <returns></returns>
public bool AreAllObjectsHidden()
{
allls = 0;
for (int i = 0; i < ScrewObj.Length; i++)
{
if (ScrewObj[i].gameObject.GetComponent<MeshRenderer>().enabled)
{
allls++;
}
}
if (allls >= ScrewObj.Length - 1)
{
return true;
}
else
{
return false;
}
}
/// <summary>
/// 集线器上线动画
/// </summary>
/// <returns></returns>
IEnumerator Newconcentrator()
{
concentratorObj.gameObject.transform.DOLocalMove(new Vector3(3.0778f, 2.2149f, -1.4581f), 1f);
yield return new WaitForSeconds(1.0f);
}
/// <summary>
/// 集线器上线动画
/// </summary>
/// <returns></returns>
IEnumerator IEElectricWire()
{
TapeMarCol.enabled = false;
for (int i = 0; i < 6; i++)
{
for (int a = 100; a >= 0; a--)
{
yield return new WaitForSeconds(0.01f);
ElectricWireSMR.SetBlendShapeWeight(i, a);
}
}
}
/// <summary>
/// 胶带还原动画
/// </summary>
/// <returns></returns>
IEnumerator TapeBack()
{
TapeMarCol.enabled = true;
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p6", 0);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p5", 0);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p4", 0);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p3", 0);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p2", 0);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p1", 0);
yield return new WaitForSeconds(1f);
}
}

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@ -0,0 +1,11 @@
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@ -18,8 +18,18 @@ using UnityEngine;
/// µçÏßǰ¶Î½º´ø
/// </summary>
public Material TapeMar;
/// <summary>
/// 든窟툭旒
/// </summary>
public BoxCollider TapeMarCol;
// Start is called before the first frame update
void Start()
{
Init();
}
void Init()
{
TapeMar.SetFloat("_step_p1", 0);
TapeMar.SetFloat("_step_p2", 0);
@ -49,7 +59,7 @@ using UnityEngine;
}
/// <summary>
/// µçÏß²ø
/// 든窟끌스던
/// </summary>
/// <returns></returns>
IEnumerator Tape()
@ -68,6 +78,7 @@ using UnityEngine;
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p6", 1);
yield return new WaitForSeconds(1f);
StartCoroutine(TapeBack());
}
@ -78,8 +89,7 @@ using UnityEngine;
IEnumerator TapeBack()
{
TapeOBJ.transform.DOLocalMove(new Vector3(3.179443f, 1.790938f, -1.107346f),1f);
yield return null;
TapeMarCol.enabled = false;
yield return new WaitForSeconds(1f);
}
}

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@ -0,0 +1,96 @@
using MotionFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 点击背包中的物品显示物体
/// </summary>
public class DisplayKnapsackObjects : MonoBehaviour
{
public GameObject[] Tool;
/// <summary>
/// 放回背包按钮
/// </summary>
public Button PutBack;
/// <summary>
/// 梯子动画
/// </summary>
public SkinnedMeshRenderer LadderSkr;
// Start is called before the first frame update
void Start()
{
MotionEngine.GetModule<ToolsPackManager>().OnStringEvent += HandleStringEvent;
PutBack.onClick.AddListener(() => {
if (Tool[0].activeInHierarchy)
{
Tool[0].gameObject.SetActive(false);
Ladder.instance.closed();
}
if (Tool[1].activeInHierarchy)
{
Tool[1].gameObject.SetActive(false);
}
if (Tool[2].activeInHierarchy)
{
Tool[2].gameObject.SetActive(false);
}
if (Tool[3].activeInHierarchy)
{
Tool[3].gameObject.SetActive(false);
}
if (Tool[4].activeInHierarchy)
{
Tool[4].gameObject.SetActive(false);
}
if (Tool[5].activeInHierarchy)
{
Tool[5].gameObject.SetActive(false);
}
if (Tool[6].activeInHierarchy)
{
Tool[6].gameObject.SetActive(false);
}
});
}
private void HandleStringEvent(string message)
{
if (message == "梯子")
{
Tool[0].gameObject.SetActive(true);
Ladder.instance.Init();
}
if (message == "工作证")
{
Tool[1].gameObject.SetActive(true);
}
if (message == "剥线钳")
{
Tool[2].gameObject.SetActive(true);
}
if (message == "验电笔")
{
Tool[3].gameObject.SetActive(true);
}
if (message == "螺丝刀")
{
Tool[4].gameObject.SetActive(true);
}
if (message == "绝缘胶带")
{
Tool[5].gameObject.SetActive(true);
}
if (message == "l型集中器")
{
Tool[6].gameObject.SetActive(true);
}
Debug.Log("Received message: " + message);
}
}

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