Merge branch 'SXElectricityInformationAcquisition' of http://gitea.umayle.com/huangjiayu/ShanxiKnowledgeBase into SXElectricityInformationAcquisition
This commit is contained in:
commit
41bf965b9e
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@ -16,6 +16,7 @@ using UnityEngine.UI;
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public class FirstPersonController : MonoBehaviour
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{
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public static FirstPersonController instance;
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private Rigidbody rb;
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#region Camera Movement Variables
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@ -138,6 +139,7 @@ public class FirstPersonController : MonoBehaviour
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private void Awake()
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{
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instance=this;
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rb = GetComponent<Rigidbody>();
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crosshairObject = GetComponentInChildren<Image>(true);
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@ -0,0 +1,25 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Ladder : MonoBehaviour
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{
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SkinnedMeshRenderer smr;
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float weight;
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bool show = false;
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public void Init()
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{
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smr = transform.GetComponent<SkinnedMeshRenderer>();
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show = true;
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}
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void Update()
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{
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if (show == false)
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return;
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if (weight < 100f)
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{
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weight += 1.8f;
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smr.SetBlendShapeWeight(0, weight);
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}
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,91 @@
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using System.Collections;
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using System.Collections.Generic;
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using ToolsPack;
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using UnityEngine;
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using UnityEngine.UI;
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public class LadderTrigger : MonoBehaviour
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{
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//public ToolsPackGameObjectComponent ladder;
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/// <summary>
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/// 玩家相机
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/// </summary>
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public GameObject CameraPlayer;
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/// <summary>
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/// 上梯子后坐标
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/// </summary>
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public Transform UptheladderPos;
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/// <summary>
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/// 上梯子按钮
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/// </summary>
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public Button UpladderBtn;
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/// <summary>
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/// 下梯子按钮
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/// </summary>
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public Button DownladderBtn;
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/// <summary>
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/// 收回梯子按钮
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/// </summary>
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public Button TakeBackBtn;
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/// <summary>
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/// 梯子物体
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/// </summary>
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public GameObject LadderObj;
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void Start()
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{
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//上梯子按钮
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UpladderBtn.onClick.AddListener(() =>
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{
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CameraPlayer.GetComponent<Rigidbody>().useGravity = false;
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CameraPlayer.gameObject.transform.position = UptheladderPos.transform.position;
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DownladderBtn.gameObject.SetActive(true);
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UpladderBtn.gameObject.SetActive(false);
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TakeBackBtn.gameObject.SetActive(false);
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RoleMove.instance.MouseScrollWheel();
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RoleMove.instance.isup = true;
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});
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DownladderBtn.onClick.AddListener(() =>
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{
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RoleMove.instance.isup = false;
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FirstPersonController.instance.playerCanMove = true;
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CameraPlayer.transform.position = new Vector3(303.5654f, 1.559f, 163.5107f);
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UpladderBtn.gameObject.SetActive(true);
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DownladderBtn.gameObject.SetActive(false);
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TakeBackBtn.gameObject.SetActive(true);
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CameraPlayer.GetComponent<Rigidbody>().useGravity = true;
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});
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TakeBackBtn.onClick.AddListener(() =>
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{
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UpladderBtn.gameObject.SetActive(false);
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Destroy(LadderObj);
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});
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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UpladderBtn.gameObject.SetActive(true);
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TakeBackBtn.gameObject.SetActive(true);
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//FirstPersonController.instance.playerCanMove = false;
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Debug.Log(other.name);
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//ladder.OnPersonClose();
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.gameObject.tag == "Player")
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{
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UpladderBtn.gameObject.SetActive(false);
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TakeBackBtn.gameObject.SetActive(false);
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Debug.Log(other.name);
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//ladder.OnPersonAway();
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}
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}
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}
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using DG.Tweening;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 剥线钳功能
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/// </summary>
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public class Pliers : MonoBehaviour
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{
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/// <summary>
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/// 剥线钳物体
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/// </summary>
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public GameObject PliersObj;
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/// <summary>
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/// </summary>
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public Animation PliersAni;
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/// <summary>
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/// 封印动画
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/// </summary>
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public SkinnedMeshRenderer SkinnedMeshRenderer;
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/// <summary>
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/// 变电箱门锁
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/// </summary>
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public Transform Doorlock;
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/// <summary>
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/// 变电箱左门
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/// </summary>
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public Transform DoorOfCabinet;
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/// <summary>
|
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/// 是否选取/在手上
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/// </summary>
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bool inhand;
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void Start()
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{
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//PliersAni.Play("线钳");
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}
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void Update()
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{
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if (!inhand)
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{
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if (Input.GetMouseButtonDown(0))
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{//Camera.transform.forward
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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bool raycast = Physics.Raycast(ray, out hit);
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if (raycast)
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{
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if (hit.collider.gameObject.name == "柜门_封印")
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{
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StartCoroutine(PliersIE());
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Debug.Log(hit.collider.gameObject.name);
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}
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}
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}
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}
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if (Input.GetKeyDown(KeyCode.E))
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{
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PliersAni.Play("钳线");
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}
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}
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/// <summary>
|
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/// 剥线钳动画
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/// </summary>
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/// <returns></returns>
|
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IEnumerator PliersIE()
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{
|
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PliersObj.gameObject.transform.DOLocalMove(new Vector3(303.0849f, 2.7143f, 163.5919f),1f);
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yield return new WaitForSeconds(2f);
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PliersAni.Play("钳线");
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yield return new WaitForSeconds(1);
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StartCoroutine(OpenLock());
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}
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|
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/// <summary>
|
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/// 打开封印动画
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/// </summary>
|
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/// <returns></returns>
|
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IEnumerator OpenLock()
|
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{
|
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for (int i = 0; i < 100; i++)
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{
|
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yield return new WaitForSeconds(0.01f);
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SkinnedMeshRenderer.SetBlendShapeWeight(0, i);
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}
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yield return new WaitForSeconds(1f);
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SkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.637f, 0.12f, -0.015f), 1f);
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yield return new WaitForSeconds(2f);
|
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Destroy(SkinnedMeshRenderer);
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StartCoroutine(OpenDoor());
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}
|
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|
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/// <summary>
|
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/// 电箱门动画
|
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/// </summary>
|
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/// <returns></returns>
|
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IEnumerator OpenDoor()
|
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{
|
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yield return new WaitForSeconds(1f);
|
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Doorlock.transform.DOLocalRotate(new Vector3(160, 0, 0), 2f);
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yield return new WaitForSeconds(3f);
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DoorOfCabinet.transform.DOLocalRotate(new Vector3(-90, 160, 0), 2f);
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}
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}
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m_Motion: {fileID: 1827226128182048838, guid: b3a82017d7338d04fa5b8d7a3932cb9d, type: 3}
|
||||
m_Tag:
|
||||
m_SpeedParameter:
|
||||
m_MirrorParameter:
|
||||
m_CycleOffsetParameter:
|
||||
m_TimeParameter:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 959850904a0a62b458891a0eef7a5b4f
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 9100000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -9,45 +9,39 @@ public class Fieldobservation : MonoBehaviour
|
|||
/// <summary>
|
||||
/// 玩家相机
|
||||
/// </summary>
|
||||
public Camera Camera;
|
||||
public Transform Cameraobj;
|
||||
|
||||
/// <summary>
|
||||
/// 警告按钮
|
||||
/// </summary>
|
||||
public Button ExclamationPointBtn;
|
||||
|
||||
/// <summary>
|
||||
/// 封印动画
|
||||
/// </summary>
|
||||
public SkinnedMeshRenderer SkinnedMeshRenderer;
|
||||
///// <summary>
|
||||
///// 封印动画
|
||||
///// </summary>
|
||||
//public SkinnedMeshRenderer SkinnedMeshRenderer;
|
||||
|
||||
bool isclick;
|
||||
|
||||
/// <summary>
|
||||
/// 上下梯子按钮
|
||||
/// </summary>
|
||||
public Button UpladderBtn;
|
||||
public Button DownladderBtn;
|
||||
|
||||
/// <summary>
|
||||
/// 上梯子后坐标
|
||||
/// </summary>
|
||||
public Transform UptheladderPos;
|
||||
|
||||
/// <summary>
|
||||
/// 梯子点位
|
||||
/// </summary>
|
||||
public Transform LadderPos;
|
||||
///// <summary>
|
||||
///// 梯子点位
|
||||
///// </summary>
|
||||
//public Transform LadderPos;
|
||||
|
||||
/// <summary>
|
||||
/// 变电箱门锁
|
||||
/// </summary>
|
||||
public Transform Doorlock;
|
||||
///// <summary>
|
||||
///// 变电箱门锁
|
||||
///// </summary>
|
||||
//public Transform Doorlock;
|
||||
|
||||
/// <summary>
|
||||
/// 变电箱左门
|
||||
/// </summary>
|
||||
public Transform DoorOfCabinet;
|
||||
///// <summary>
|
||||
///// 变电箱左门
|
||||
///// </summary>
|
||||
//public Transform DoorOfCabinet;
|
||||
|
||||
/// <summary>
|
||||
/// 打开封印
|
||||
|
@ -55,66 +49,53 @@ public class Fieldobservation : MonoBehaviour
|
|||
bool isOpenLock;
|
||||
void Start()
|
||||
{
|
||||
UpladderBtn.onClick.AddListener(() =>
|
||||
{
|
||||
Camera.gameObject.transform.position = UptheladderPos.transform.position;
|
||||
DownladderBtn.gameObject.SetActive(true);
|
||||
UpladderBtn.gameObject.SetActive(false);
|
||||
});
|
||||
|
||||
DownladderBtn.onClick.AddListener(() =>
|
||||
{
|
||||
Camera.gameObject.transform.position = new Vector3(303.5654f, 1.200012f, 163.5107f);
|
||||
DownladderBtn.gameObject.SetActive(false);
|
||||
UpladderBtn.gameObject.SetActive(true);
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
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 == "柜门_封印")
|
||||
{
|
||||
//播放动画
|
||||
StartCoroutine(OpenLock());
|
||||
//if (Input.GetMouseButtonDown(0))
|
||||
//{
|
||||
// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
// RaycastHit hit;
|
||||
// bool raycast = Physics.Raycast(ray, out hit);
|
||||
// if (raycast)
|
||||
// {
|
||||
// if (hit.collider.gameObject.name == "柜门_封印")
|
||||
// {
|
||||
// //播放动画
|
||||
// StartCoroutine(OpenLock());
|
||||
|
||||
Debug.Log(hit.collider.gameObject.name);
|
||||
//SkinnedMeshRenderer.SetBlendShapeWeight(100, 3);
|
||||
// Debug.Log(hit.collider.gameObject.name);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 打开封印动画
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator OpenLock()
|
||||
{
|
||||
for (int i = 0; i < 100; i++)
|
||||
{
|
||||
yield return new WaitForSeconds(0.01f);
|
||||
SkinnedMeshRenderer.SetBlendShapeWeight(0, i);
|
||||
}
|
||||
yield return new WaitForSeconds(2f);
|
||||
SkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.637f, 0.12f, -0.015f),1f);
|
||||
yield return new WaitForSeconds(3f);
|
||||
Destroy(SkinnedMeshRenderer);
|
||||
StartCoroutine(OpenDoor());
|
||||
}
|
||||
IEnumerator OpenDoor()
|
||||
{
|
||||
yield return new WaitForSeconds(1f);
|
||||
Doorlock.transform.DOLocalRotate(new Vector3(160, 0, 0), 2f);
|
||||
yield return new WaitForSeconds(3f);
|
||||
DoorOfCabinet.transform.DOLocalRotate(new Vector3(-90, 160, 0), 2f);
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
}
|
||||
///// <summary>
|
||||
///// 打开封印动画
|
||||
///// </summary>
|
||||
///// <returns></returns>
|
||||
//IEnumerator OpenLock()
|
||||
//{
|
||||
// for (int i = 0; i < 100; i++)
|
||||
// {
|
||||
// yield return new WaitForSeconds(0.01f);
|
||||
// SkinnedMeshRenderer.SetBlendShapeWeight(0, i);
|
||||
// }
|
||||
// yield return new WaitForSeconds(1f);
|
||||
// SkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.637f, 0.12f, -0.015f),0.5f);
|
||||
// yield return new WaitForSeconds(2f);
|
||||
// Destroy(SkinnedMeshRenderer);
|
||||
// StartCoroutine(OpenDoor());
|
||||
//}
|
||||
//IEnumerator OpenDoor()
|
||||
//{
|
||||
// yield return new WaitForSeconds(1f);
|
||||
// Doorlock.transform.DOLocalRotate(new Vector3(160, 0, 0), 2f);
|
||||
// yield return new WaitForSeconds(3f);
|
||||
// DoorOfCabinet.transform.DOLocalRotate(new Vector3(-90, 160, 0), 2f);
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 柜门先后动画
|
||||
|
@ -127,17 +108,17 @@ public class Fieldobservation : MonoBehaviour
|
|||
// LeftDoor.DOLocalRotate(new Vector3(150, 0, 0), 2f);
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 用户触发
|
||||
/// </summary>
|
||||
/// <param name="other"></param>
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (other.name == "LadderPos")
|
||||
{
|
||||
UpladderBtn.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
///// <summary>
|
||||
///// 用户触发
|
||||
///// </summary>
|
||||
///// <param name="other"></param>
|
||||
//private void OnTriggerEnter(Collider other)
|
||||
//{
|
||||
// if (other.name == "LadderPos")
|
||||
// {
|
||||
// UpladderBtn.gameObject.SetActive(true);
|
||||
// }
|
||||
//}
|
||||
|
||||
/// <summary>
|
||||
/// 用户离开npc警告按钮消失
|
||||
|
@ -149,10 +130,10 @@ public class Fieldobservation : MonoBehaviour
|
|||
{
|
||||
ExclamationPointBtn.gameObject.SetActive(false);
|
||||
}
|
||||
if (other.name == "LadderPos")
|
||||
{
|
||||
UpladderBtn.gameObject.SetActive(false);
|
||||
}
|
||||
//if (other.name == "LadderPos")
|
||||
//{
|
||||
// UpladderBtn.gameObject.SetActive(false);
|
||||
//}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -70,6 +70,7 @@ public class NPCDialogue : MonoBehaviour
|
|||
}
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -4,72 +4,47 @@ using UnityEngine;
|
|||
|
||||
public class RoleMove : MonoBehaviour
|
||||
{
|
||||
public float horizontalinput;//水平参数
|
||||
public float Verticalinput;//垂直参数
|
||||
float speed = 10.0f;//声明一个参数,没有规定
|
||||
public float sensitivityHor = 3f;
|
||||
public static RoleMove instance;
|
||||
public bool isup;
|
||||
|
||||
// 垂直视角移动的敏感度
|
||||
|
||||
public float sensitivityVer = 3f;
|
||||
|
||||
// 视角向上移动的角度范围,该值越小范围越大
|
||||
|
||||
public float upVer = -40;
|
||||
|
||||
// 视角向下移动的角度范围,该值越大范围越大
|
||||
|
||||
public float downVer = 45;
|
||||
|
||||
// 垂直旋转角度
|
||||
|
||||
private float rotVer;
|
||||
|
||||
void Start()
|
||||
{
|
||||
rotVer = transform.eulerAngles.x;
|
||||
}
|
||||
//在update中书写
|
||||
//上梯子后停止移动
|
||||
//private void Start()
|
||||
//{
|
||||
// FirstPersonController.instance.playerCanMove = false;
|
||||
//}
|
||||
void Update()
|
||||
{
|
||||
instance = this;
|
||||
MouseScrollWheel();
|
||||
}
|
||||
|
||||
horizontalinput = Input.GetAxis("Horizontal");
|
||||
//AD方向控制
|
||||
Verticalinput = Input.GetAxis("Vertical");
|
||||
|
||||
if (horizontalinput != 0 && Verticalinput != 0)
|
||||
/// <summary>
|
||||
/// 上梯子后才能使用鼠标滑轮控制视角
|
||||
/// </summary>
|
||||
public void MouseScrollWheel()
|
||||
{
|
||||
if (isup)
|
||||
{
|
||||
horizontalinput = horizontalinput * 0.6f;
|
||||
Verticalinput = Verticalinput * 0.6f;
|
||||
FirstPersonController.instance.playerCanMove = false;
|
||||
|
||||
//通过鼠标滚轮放大和缩放视角
|
||||
//放大视角 往前滑
|
||||
if (Input.GetAxis("Mouse ScrollWheel") < 0)
|
||||
{
|
||||
if (Camera.main.fieldOfView <= 70) //小于一个放大范围后就不继续放大了
|
||||
{
|
||||
Camera.main.fieldOfView += 5;
|
||||
}
|
||||
}
|
||||
//减小视角 往后滑
|
||||
if (Input.GetAxis("Mouse ScrollWheel") > 0)
|
||||
{
|
||||
if (Camera.main.fieldOfView >= 30)
|
||||
{
|
||||
Camera.main.fieldOfView -= 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
//WS方向控制
|
||||
this.transform.Translate(Vector3.right * horizontalinput * Time.deltaTime * speed);
|
||||
//控制该物体向侧方移动
|
||||
this.transform.Translate(Vector3.forward * Verticalinput * Time.deltaTime * speed);
|
||||
|
||||
// 获取鼠标上下的移动位置
|
||||
|
||||
float mouseVer = Input.GetAxis("Mouse Y");
|
||||
|
||||
// 获取鼠标左右的移动位置
|
||||
|
||||
float mouseHor = Input.GetAxis("Mouse X");
|
||||
|
||||
// 鼠标往上移动,视角其实是往下移,所以要想达到视角也往上移的话,就要减去它
|
||||
|
||||
rotVer -= mouseVer * sensitivityVer;
|
||||
|
||||
// 限定上下移动的视角范围,即垂直方向不能360度旋转
|
||||
|
||||
rotVer = Mathf.Clamp(rotVer, upVer, downVer);
|
||||
|
||||
// 水平移动
|
||||
|
||||
float rotHor = transform.localEulerAngles.y + mouseHor * sensitivityHor;
|
||||
|
||||
// 设置视角的移动值
|
||||
|
||||
transform.localEulerAngles = new Vector3(rotVer, rotHor, 0);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,65 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 工作牌
|
||||
/// </summary>
|
||||
public class WorkPermit : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 工作证
|
||||
/// </summary>
|
||||
public GameObject WorkPermitObj;
|
||||
|
||||
/// <summary>
|
||||
/// 对话框
|
||||
/// </summary>
|
||||
public Image Dialogbox;
|
||||
|
||||
/// <summary>
|
||||
/// 对话框的text
|
||||
/// </summary>
|
||||
public Text DialogboxText;
|
||||
|
||||
/// <summary>
|
||||
/// 下一步按钮
|
||||
/// </summary>
|
||||
public Button ContinueBtn;
|
||||
|
||||
/// <summary>
|
||||
/// 下一句话按钮
|
||||
/// </summary>
|
||||
public Button NextlBtn;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
NextlBtn.gameObject.SetActive(false);
|
||||
DialogboxText.text = null;
|
||||
ContinueBtn.onClick.AddListener(() =>
|
||||
{
|
||||
Dialogbox.gameObject.SetActive(true);
|
||||
DialogboxText.text = null;
|
||||
Destroy(WorkPermitObj);
|
||||
});
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 背包工牌按钮点击后调这个
|
||||
/// </summary>
|
||||
void WorkPermitvoid ()
|
||||
{
|
||||
WorkPermitObj.gameObject.SetActive(true);
|
||||
Dialogbox.gameObject.SetActive(true);
|
||||
DialogboxText.text = "我是xx供电公司工作人员,这是我的工作证,现在我们要对贵户进行现场检查。";
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1015e2cb59f7be445b2d0404ebae648e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue