6.22晚上提交

This commit is contained in:
2274240467@qq.com 2024-06-22 22:23:03 +08:00
parent 862e2c955f
commit 1a0b71dd82
12 changed files with 622 additions and 104 deletions

View File

@ -4,6 +4,7 @@ using MotionFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HighlightPlus;
public class JunctionBox : MonoBehaviour
{
@ -15,18 +16,61 @@ public class JunctionBox : MonoBehaviour
/// <summary>
/// 端子排上所有封印和螺丝
/// </summary>
public GameObject[] allObjects;
public GameObject[] AllObjects;
/// <summary>
/// 是否盖上
/// 接线盒滑块
/// </summary>
bool iscover;
public GameObject[] GameObjectSlider;
/// <summary>
/// 高亮物体
/// </summary>
//public GameObject[] AllHightObj;
/// <summary>
/// 接线盒是否盖上
/// </summary>
public bool iscover;
void Start()
{
Init();
}
public void Init()
{
for (int i = 0; i < GameObjectSlider.Length; i++)
{
GameObjectSlider[i].GetComponent<HighlightEffect>().enabled = false;
}
}
/// <summary>
/// 是否高亮
/// </summary>
/// <param name="ObjName">高亮物体</param>
/// <param name="Highlight">高亮</param>
/// <param name="Ishighlight">是否高亮</param>
//public void HighligtOfObj(string ObjName, HighlightEffect Highlight,bool Ishighlight)
//{
// for (int i = 0; i < AllObjects.Length; i++)
// {
// if (Ishighlight)
// {
// if (AllObjects[i].name.Equals(ObjName))
// {
// Highlight.enabled = false;
// }
// }
// else
// {
// if (AllObjects[i].name.Equals(ObjName))
// {
// Highlight.enabled = true;
// }
// }
// }
//}
void Update()
{
if (Input.GetMouseButtonDown(0))
@ -36,14 +80,8 @@ public class JunctionBox : MonoBehaviour
bool raycast = Physics.Raycast(ray, out hit);
if (raycast)
{
//if (hit.collider.gameObject.name == "盖_透明外壳")
//{
// TransparentlidObj.transform.DOLocalMove(new Vector3(0, -0.0914f, 0),2f);
// ////判断盖子是否打开
// }
if (!iscover)
{
//iscover = true;
if (iscover)
{ //判断盖子是否打开
switch (hit.collider.gameObject.name)
{
case "接线盒纵向滑块001":
@ -64,17 +102,26 @@ public class JunctionBox : MonoBehaviour
break;
}
}
//else
//{
// Debug.Log("线盒还在");
//}
}
}
if (AreAllObjectsHidden())
{
iscover = true;
TransparentlidObj.transform.DOLocalMove(new Vector3(0, -0.0914f, 0), 2f);
for (int i = 0; i < GameObjectSlider.Length; i++)
{
GameObjectSlider[i].GetComponent<HighlightEffect>().enabled = true;
}
}
}
public bool AreAllObjectsHidden()
{
// 检查每个对象的激活状态
foreach (GameObject obj in allObjects)
foreach (GameObject obj in AllObjects)
{
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
{

View File

@ -116,7 +116,7 @@ Material:
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- _MainCol: {r: 1, g: 1, b: 1, a: 0}

View File

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View File

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@ -19441,8 +19717,6 @@ MonoBehaviour:
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- {fileID: 724983600}
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ElectricWireSMR: {fileID: 1061297896}
@ -19460,6 +19734,7 @@ MonoBehaviour:
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- {fileID: 1150006206}
- {fileID: 1733212812}
- {fileID: 956267095}
interactiveObjects:
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GameObject:
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@ -20857,13 +21132,13 @@ Transform:
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m_LocalEulerAnglesHint: {x: -90, y: 0, z: 90}
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GameObject:
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@ -21572,6 +21847,37 @@ MonoBehaviour:
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@ -21673,13 +21979,13 @@ Transform:
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GameObject:
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@ -25718,7 +26024,7 @@ PrefabInstance:
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propertyPath: m_Enabled
@ -25796,6 +26102,18 @@ PrefabInstance:
propertyPath: m_Enabled
value: 0
objectReference: {fileID: 0}
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value: 0
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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@ -33902,12 +34251,15 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!4 &1865558430 stripped
@ -34562,6 +34914,7 @@ MonoBehaviour:
screw:
- {fileID: 402936984}
- {fileID: 2058113440}
oncentratorTrans: {fileID: 1268051676}
--- !u!1 &1904368290
GameObject:
m_ObjectHideFlags: 0
@ -36868,11 +37221,6 @@ CanvasRenderer:
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m_GameObject: {fileID: 2048877966}
m_CullTransparentMesh: 1
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GameObject:
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@ -230482,7 +230830,7 @@ Transform:
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serializedVersion: 2
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m_LocalPosition: {x: 304.82, y: 1.56, z: 158.98}
m_LocalPosition: {x: 304.82, y: 1.56, z: 163.177}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:

View File

@ -41,7 +41,7 @@ public class Screwdriver : MonoBehaviour
public GameObject[] concentratorScrew;
/// <summary>
/// ÂÝË¿
/// 集中器下端螺丝
/// </summary>
public GameObject[] ScrewObj;
@ -129,7 +129,7 @@ public class Screwdriver : MonoBehaviour
originalPosition = ScrewdriverTrans.transform.localPosition;
originalRotation = ScrewdriverTrans.transform.localRotation;
}
float weight;
// Update is called once per frame
void Update()
{
@ -168,34 +168,99 @@ public class Screwdriver : MonoBehaviour
{
if (hit.collider.gameObject.name == ScrewObj[i].name)
{
ScrewdriverTrans.gameObject.transform.SetPositionAndRotation(OpenScrewScrewdriverTrans[4].gameObject.transform.position, OpenScrewScrewdriverTrans[4].gameObject.transform.rotation);
ScrewdriverTrans.gameObject.transform.SetParent(null);
ScrewdriverTrans.gameObject.transform.localPosition = new Vector3(3.1215f, 2.1383f, -1.3484f);
Debug.Log(hit.collider.gameObject.name);
ScrewObj[i].gameObject.SetActive(false);
switch (hit.collider.gameObject.name)
{
case "JZQ_螺丝001":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝0011":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝002":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝0022":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝003":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝0033":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝004":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝0044":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝005":
ScrewObj[i].gameObject.SetActive(false);
break;
case "JZQ_螺丝006":
ScrewObj[i].gameObject.SetActive(false);
break;
}
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
}
if (hit.collider.gameObject.name == "固定螺丝_Rdown")
{
ScrewdriverTrans.gameObject.transform.SetParent(null);
Debug.Log(hit.collider.gameObject.name);
StartCoroutine(right()); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
StartCoroutine(right());
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
if (hit.collider.gameObject.name == "集电器固定螺丝_Ldown")
{
ScrewdriverTrans.gameObject.transform.SetParent(null);
Debug.Log(hit.collider.gameObject.name);
StartCoroutine(left()); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
StartCoroutine(left());
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
}
}
//判断上下两颗螺丝是否全部取下
if (!ScrewObj[0].activeInHierarchy && !ScrewObj[1].activeInHierarchy)
{
StartCoroutine(Frist());
}
if (!ScrewObj[2].activeInHierarchy && !ScrewObj[3].activeInHierarchy)
{
StartCoroutine(Second());
}
if (!ScrewObj[4].activeInHierarchy && !ScrewObj[5].activeInHierarchy)
{
StartCoroutine(Thrid());
}
if (!ScrewObj[6].activeInHierarchy && !ScrewObj[7].activeInHierarchy)
{
StartCoroutine(Fourth());
}
if (!ScrewObj[9].activeInHierarchy)
{
StartCoroutine(Sixth());
}
if (!ScrewObj[8].activeInHierarchy)
{
StartCoroutine(Fivth());
}
if (ConcentratorScrew())
{
StartCoroutine(IEConcentratorScrew());
}
//集中器螺丝全隐藏后播放电线动画
if (AreAllObjectsHidden()&& concentrator.isPlayAni)
{
StartCoroutine(ScrewdriverBack());
ElectricWireBcr.enabled = true;
StartCoroutine(IEElectricWire());
//StartCoroutine(IEElectricWire());
// Debug.Log("所有螺丝都已隐藏");
}
//集中器外壳上的封印和螺丝
@ -204,10 +269,6 @@ 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>
@ -268,9 +329,6 @@ public class Screwdriver : MonoBehaviour
yield return new WaitForSeconds(0.5f);
ScrewdriverTrans.gameObject.transform.localPosition = originalPosition;
ScrewdriverTrans.gameObject.transform.localRotation = originalRotation;
// ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.274139f, 1.803738f, -1.191f), 0.5f);
// ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-90f, 0, 0), 0.5f);
//yield return new WaitForSeconds(2f);
}
/// <summary>
@ -319,11 +377,6 @@ public class Screwdriver : MonoBehaviour
/// <returns></returns>
IEnumerator IERconcentratorScrew()
{
//ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.2669f, 2.0962f, -1.3294f), 1f);
//yield return new WaitForSeconds(1.5f);
//ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, -104.747f), 1f);
//yield return new WaitForSeconds(1.5f);
//ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, 90), 1f);
ScrewdriverTrans.transform.position = OpenScrewScrewdriverTrans[2].transform.position;
yield return new WaitForSeconds(1.5f);
RconcentratorScrew.transform.DOLocalMove(new Vector3(0.1143f, 0.0216f, -0.1031f), 0.5f);
@ -355,7 +408,23 @@ public class Screwdriver : MonoBehaviour
/// 集线器螺丝拆完后电线动画
/// </summary>
/// <returns></returns>
IEnumerator IEElectricWire()
IEnumerator IEElectricWire(string name ,GameObject[] Screw)
{
for (int a = 0; a < Screw.Length; a++)
{
if (Screw[a].gameObject.activeInHierarchy)
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.001f);
ElectricWireSMR.SetBlendShapeWeight(0, i);
}
}
}
}
#region 线
IEnumerator Frist()
{
//yield return new WaitForSeconds(1f);
for (int i = 0; i <= 100; i++)
@ -363,32 +432,49 @@ public class Screwdriver : MonoBehaviour
yield return new WaitForSeconds(0.001f);
ElectricWireSMR.SetBlendShapeWeight(0, i);
}
}
IEnumerator Second()
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.002f);
ElectricWireSMR.SetBlendShapeWeight(1, i);
}
}
IEnumerator Thrid()
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.002f);
ElectricWireSMR.SetBlendShapeWeight(2, i);
}
}
IEnumerator Fourth()
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.002f);
ElectricWireSMR.SetBlendShapeWeight(3, i);
}
}
IEnumerator Fivth()
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.002f);
ElectricWireSMR.SetBlendShapeWeight(4, i);
}
}
IEnumerator Sixth()
{
for (int i = 0; i <= 100; i++)
{
yield return new WaitForSeconds(0.002f);
ElectricWireSMR.SetBlendShapeWeight(5, i);
}
}
#endregion
/// <summary>
/// 集中器背后螺丝全部拆完集中器动画
@ -406,14 +492,14 @@ public class Screwdriver : MonoBehaviour
/// <returns></returns>
IEnumerator right()
{
ScrewdriverTrans.gameObject.transform.localPosition = new Vector3(3.1215f, 2.1383f, -1.3484f);
ScrewdriverTrans.transform.position = OpenScrewScrewdriverTrans[4].transform.position;
yield return new WaitForSeconds(0.5f);
ConcentratorScrewObj[0].SetActive(false);
ConcentratorScrewObj[1].SetActive(false);
}
IEnumerator left()
{
ScrewdriverTrans.gameObject.transform.localPosition = new Vector3(3.1215f, 2.1383f, -1.3484f);
ScrewdriverTrans.transform.position = OpenScrewScrewdriverTrans[4].transform.position;
yield return new WaitForSeconds(0.5f);
ConcentratorScrewObj[2].SetActive(false);
ConcentratorScrewObj[3].SetActive(false);

View File

@ -49,7 +49,7 @@ public class Seal : MonoBehaviour
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);
@ -60,7 +60,7 @@ public class Seal : MonoBehaviour
Sealcol[0].gameObject.SetActive(true);
Debug.Log(hit.collider.gameObject.name); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
if (hit.collider.gameObject.name == "集中器_封印R碰撞 ")
if (hit.collider.gameObject.name == "集中器_封印R碰撞")
{
Sealcol[1].gameObject.SetActive(true);
CabinetDoorLatch.GetComponent<BoxCollider>().enabled = true;

View File

@ -178,16 +178,16 @@ public class ToolManager : MonoBehaviour
Tool[3].gameObject.SetActive(true);
RetractBtn[1].gameObject.SetActive(true);
}
if (message == "¹¤×÷Ö¤")
{
Tool[1].gameObject.SetActive(true);
}
}
if (RoleMove.instance.isup)
{
if (generateAreaScript.IsPlayerInArea())
{
if (message == "¹¤×÷Ö¤")
{
Tool[1].gameObject.SetActive(true);
}
if (message == "°ţĎßÇŻ")
{
Tool[2].gameObject.SetActive(true);

View File

@ -49,6 +49,12 @@ public class concentrator : MonoBehaviour
/// 新盖子上左右两颗螺丝
/// </summary>
public GameObject[] screw;
/// <summary>
/// 新集中器在电箱中的位置
/// </summary>
public Transform oncentratorTrans;
bool isplaying = true;
// Start is called before the first frame update
void Start()
@ -60,7 +66,7 @@ public class concentrator : MonoBehaviour
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);
@ -68,8 +74,10 @@ public class concentrator : MonoBehaviour
{
if (hit.collider.gameObject.name == "新的集中器碰撞")
{
concentratorObj.gameObject.transform.SetParent(null);
StartCoroutine(Newconcentrator());
Debug.Log(hit.collider.gameObject.name); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
Debug.Log(hit.collider.gameObject.name);
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
for (int i = 0; i < ScrewObj.Length; i++)
{
@ -99,7 +107,7 @@ public class concentrator : MonoBehaviour
}
/// <summary>
/// 新集中器螺丝
/// 新集中器螺丝全部安装上
/// </summary>
/// <returns></returns>
public bool AreAllObjectsHidden()
@ -122,12 +130,12 @@ public class concentrator : MonoBehaviour
}
}
/// <summary>
/// 集线器复位动画
/// 集中器更换动画
/// </summary>
/// <returns></returns>
IEnumerator Newconcentrator()
{
concentratorObj.gameObject.transform.DOLocalMove(new Vector3(3.0778f, 2.2149f, -1.4581f), 1f);
concentratorObj.gameObject.transform.DOLocalMove(oncentratorTrans.gameObject.transform.position, 1f);//3.0778f, 2.2149f, -1.4581f
yield return new WaitForSeconds(1.0f);
}
@ -146,9 +154,11 @@ public class concentrator : MonoBehaviour
ElectricWireSMR.SetBlendShapeWeight(i, a);
}
}
yield return new WaitForSeconds(6f);
yield return new WaitForSeconds(1f);
Cover.gameObject.SetActive(true);
yield return new WaitForSeconds(1.0f);
yield return new WaitForSeconds(0.5f);
Cover.gameObject.transform.DOLocalMove(new Vector3(0, 0.01672375f, -0.09654188f),1f);
yield return new WaitForSeconds(1.1f);
screw[0].gameObject.SetActive(true);
yield return new WaitForSeconds(1.0f);
screw[1].gameObject.SetActive(true);

View File

@ -25,6 +25,26 @@ using UnityEngine;
/// µçÏßÅöײ
/// </summary>
public BoxCollider TapeMarCol;
/// <summary>
/// 胶带使用后位置
/// </summary>
public Transform TapeTrans;
/// <summary>
/// 父物体玩家相机坐标
/// </summary>
public Transform PlayerCamera;
/// <summary>
/// 斜口钳的原始位置
/// </summary>
private Vector3 originalPosition;
/// <summary>
/// 斜口钳的原始旋转
/// </summary>
private Quaternion originalRotation;
// Start is called before the first frame update
void Start()
{
@ -33,6 +53,8 @@ using UnityEngine;
void Init()
{
originalPosition = TapeOBJ.transform.localPosition;
originalRotation = TapeOBJ.transform.localRotation;
TapeMar.SetFloat("_step_p1", 0);
TapeMar.SetFloat("_step_p2", 0);
TapeMar.SetFloat("_step_p3", 0);
@ -54,7 +76,10 @@ using UnityEngine;
{
if (hit.collider.gameObject.name == "pCylinder170")
{
StartCoroutine(Tape()); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
TapeOBJ.gameObject.transform.SetParent(null);
TapeOBJ.gameObject.transform.SetPositionAndRotation(TapeTrans.position, TapeTrans.rotation);
StartCoroutine(Tape());
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
}
}
@ -66,7 +91,6 @@ using UnityEngine;
/// <returns></returns>
IEnumerator Tape()
{
TapeOBJ.gameObject.transform.DOLocalMove(new Vector3(3.1215f, 2.1383f, -1.3484f),1f);
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p1", 1);
yield return new WaitForSeconds(1f);
@ -80,10 +104,9 @@ using UnityEngine;
yield return new WaitForSeconds(1f);
TapeMar.SetFloat("_step_p6", 1);
yield return new WaitForSeconds(1f);
StartCoroutine(TapeBack());
yield return new WaitForSeconds(1.5f);
TapeOBJ.gameObject.SetActive(false);
//yield return new WaitForSeconds(1.5f);
//TapeOBJ.gameObject.SetActive(false);
}
/// <summary>
@ -92,7 +115,10 @@ using UnityEngine;
/// <returns></returns>
IEnumerator TapeBack()
{
TapeOBJ.transform.DOLocalMove(new Vector3(3.179443f, 1.790938f, -1.107346f),1f);
TapeOBJ.gameObject.transform.SetParent(PlayerCamera.transform);
yield return new WaitForSeconds(0.5f);
TapeOBJ.gameObject.transform.localPosition = originalPosition;
TapeOBJ.gameObject.transform.localRotation = originalRotation;
TapeMarCol.enabled = false;
yield return new WaitForSeconds(1f);
}

View File

@ -155,7 +155,8 @@ public class Pliers : MonoBehaviour
/// <returns></returns>
IEnumerator PliersIE()
{
PliersObj.gameObject.transform.position = InteractivePliersTrans[0].gameObject.transform.position;
//PliersObj.gameObject.transform.position = InteractivePliersTrans[0].gameObject.transform.position;
PliersObj.gameObject.transform.SetPositionAndRotation(InteractivePliersTrans[0].gameObject.transform.position, InteractivePliersTrans[3].gameObject.transform.rotation);
yield return new WaitForSeconds(1f);
//PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90,90,0),1.5f);
//yield return new WaitForSeconds(2f);
@ -225,12 +226,13 @@ public class Pliers : MonoBehaviour
/// <returns></returns>
IEnumerator JunctionBoxRight()
{
PliersObj.gameObject.transform.position = InteractivePliersTrans[1].gameObject.transform.position;
//PliersObj.gameObject.transform.position = InteractivePliersTrans[1].gameObject.transform.position;
PliersObj.gameObject.transform.SetPositionAndRotation(InteractivePliersTrans[1].gameObject.transform.position, InteractivePliersTrans[1].gameObject.transform.rotation);
//PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 0.5f);
//yield return new WaitForSeconds(1f);
//PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1497f, 1.888f, -1.3079f), 0.5f);
yield return new WaitForSeconds(1f);
for (int i = 100; i >= 0; i--)
for (int i = 25; i >= 0; i--)//更改斜口钳开口速度改i的值越小越快
{
yield return new WaitForSeconds(0.001f);
PliersSki.SetBlendShapeWeight(0, i);
@ -254,12 +256,13 @@ public class Pliers : MonoBehaviour
/// <returns></returns>
IEnumerator JunctionBoxLeft()
{
PliersObj.gameObject.transform.position = InteractivePliersTrans[2].gameObject.transform.position;
// PliersObj.gameObject.transform.position = InteractivePliersTrans[2].gameObject.transform.position;
PliersObj.gameObject.transform.SetPositionAndRotation(InteractivePliersTrans[2].gameObject.transform.position, InteractivePliersTrans[2].gameObject.transform.rotation);
//PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 0.5f);
//yield return new WaitForSeconds(0.8f);
//PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1672f, 1.8637f, -1.4392f), 1f);
yield return new WaitForSeconds(1f);
for (int i = 100; i >= 0; i--)
for (int i = 25; i >= 0; i--)
{
yield return new WaitForSeconds(0.001f);
PliersSki.SetBlendShapeWeight(0, i);
@ -283,12 +286,14 @@ public class Pliers : MonoBehaviour
/// <returns></returns>
IEnumerator RightRconcentrator()
{
PliersObj.gameObject.transform.position = InteractivePliersTrans[3].gameObject.transform.position;
//PliersObj.gameObject.transform.position = InteractivePliersTrans[3].gameObject.transform.position;
//PliersObj.gameObject.transform.rotation = InteractivePliersTrans[3].gameObject.transform.rotation;
PliersObj.gameObject.transform.SetPositionAndRotation(InteractivePliersTrans[3].gameObject.transform.position, InteractivePliersTrans[3].gameObject.transform.rotation);
//PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 0.5f);
//yield return new WaitForSeconds(1.2f);
//PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1687f, 2.1218f, -1.4082f), 1f);
yield return new WaitForSeconds(1f);
for (int i = 100; i >= 0; i--)
for (int i = 25; i >= 0; i--)
{
yield return new WaitForSeconds(0.001f);
PliersSki.SetBlendShapeWeight(0, i);
@ -311,12 +316,13 @@ public class Pliers : MonoBehaviour
/// <returns></returns>
IEnumerator LeftRconcentrator()
{
PliersObj.gameObject.transform.position = InteractivePliersTrans[4].gameObject.transform.position;
//PliersObj.gameObject.transform.position = InteractivePliersTrans[4].gameObject.transform.position;
PliersObj.gameObject.transform.SetPositionAndRotation(InteractivePliersTrans[4].gameObject.transform.position, InteractivePliersTrans[4].gameObject.transform.rotation);
//PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 0.5f);
//yield return new WaitForSeconds(1.2f);
//PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1683f, 2.1293f, -1.5439f), 1f);
yield return new WaitForSeconds(1f);
for (int i = 100; i >= 0; i--)
for (int i = 25; i >= 0; i--)
{
yield return new WaitForSeconds(0.001f);
PliersSki.SetBlendShapeWeight(0, i);

View File

@ -27,11 +27,6 @@ public class Fieldobservation : MonoBehaviour
/// </summary>
public Transform UptheladderPos;
/// <summary>
/// エ<>ェキ簽。
/// </summary>
bool isOpenLock;
/// <summary>
/// ヘクテ<EFBDB8>ヌラモ
/// </summary>

View File

@ -29,7 +29,7 @@ public class RoleMove : MonoBehaviour
//放大视角 往前滑
if (Input.GetAxis("Mouse ScrollWheel") < 0)
{
if (Camera.main.fieldOfView <= 90) //小于一个放大范围后就不继续放大了
if (Camera.main.fieldOfView <= 55) //小于一个放大范围后就不继续放大了
{
Camera.main.fieldOfView += 5;
}