7.25修改

This commit is contained in:
taosuqi 2024-07-25 17:42:37 +08:00
parent e942102737
commit 6d581ec7ca
12 changed files with 2515 additions and 106 deletions

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OpenScrewScrewdriverTrans:
@ -20747,6 +20780,11 @@ MonoBehaviour:
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OldConcentrator: {fileID: 85454864}
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View File

@ -46,6 +46,12 @@ public class Screwdriver : MonoBehaviour
/// </summary>
public GameObject[] ScrewObj;
/// <summary>
/// 新集中器下端螺丝
/// </summary>
public GameObject[] NewScrewObj;
/// <summary>
/// 集线盒电线动画
/// </summary>
@ -67,7 +73,7 @@ public class Screwdriver : MonoBehaviour
public GameObject[] ConcentratorScrewObj;
/// <summary>
/// 跟换下来的集中器
/// 更换下的旧的集中器
/// </summary>
public Transform ConcentratorObj;
@ -102,6 +108,31 @@ public class Screwdriver : MonoBehaviour
/// 工具解绑的父物体
/// </summary>
public GameObject PlayerCamera;
/// <summary>
/// 旧集中器
/// </summary>
public GameObject OldConcentrator;
[Header("集中器盖子")]
/// <summary>
/// 集中器盖子
/// </summary>
public GameObject Cover;
[Header("新集中器盖子上左右两颗螺丝")]
/// <summary>
/// 新集中器盖子上左右两颗螺丝
/// </summary>
public GameObject[] screw;
[Header("是否播放集线器螺丝拆完后电线动画")]
/// <summary>
/// 是否播放集线器螺丝拆完后电线动画
/// </summary>
public static bool isPlayAni = true;
bool Ischaiwan = true;
// Start is called before the first frame update
void Start()
{
@ -119,7 +150,7 @@ public class Screwdriver : MonoBehaviour
//ElectricWireSMR.SetBlendShapeWeight(2, 0);
//ElectricWireSMR.SetBlendShapeWeight(3, 0);
//ElectricWireSMR.SetBlendShapeWeight(4, 0);
ElectricWireSMR.SetBlendShapeWeight(5, 0);
//ElectricWireSMR.SetBlendShapeWeight(5, 0);
TapeMar.SetFloat("_step_p1", 0);
TapeMar.SetFloat("_step_p2", 0);
TapeMar.SetFloat("_step_p3", 0);
@ -135,10 +166,14 @@ public class Screwdriver : MonoBehaviour
// Update is called once per frame
void Update()
{
if (EventSystem.current.IsPointerOverGameObject())
return;
//if (EventSystem.current.IsPointerOverGameObject())
// return;
if (Ischaiwan == true)
{
chaiwan();
}
if (Input.GetMouseButtonDown(0))
{//Camera.transform.forward
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
@ -230,27 +265,39 @@ public class Screwdriver : MonoBehaviour
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
if (AreAllObjectsHidden())
{
isPlayAni = false;
}
}
}
chaiwan();
if (ConcentratorScrew())
{
StartCoroutine(IEConcentratorScrew());
}
//集中器螺丝全隐藏后播放电线动画
if (AreAllObjectsHidden()&& concentrator.isPlayAni)
if (AreAllObjectsHiddens()/*&& concentrator.isPlayAni*/)
{
//issplit =false;
StartCoroutine(ScrewdriverBack());
ElectricWireSMR.SetBlendShapeWeight(0, 100);
ElectricWireSMR.SetBlendShapeWeight(1, 100);
ElectricWireSMR.SetBlendShapeWeight(2, 100);
ElectricWireSMR.SetBlendShapeWeight(3, 100);
ElectricWireSMR.SetBlendShapeWeight(4, 100);
ElectricWireSMR.SetBlendShapeWeight(5, 100);
ElectricWireBcr.enabled = true;
//拆完集中器下端螺丝后才能拆掉集中器后端四颗螺丝
for (int i = 0; i < ConcentratorScrewObj.Length; i++)
{
ConcentratorScrewObj[i].GetComponent<BoxCollider>().enabled = true;
}
ElectricWireBcr.enabled = true;
//StartCoroutine(IEElectricWire());
// Debug.Log("所有螺丝都已隐藏");
}
//集中器外壳上的封印和螺丝
//集中器外壳上的封印和螺丝全拆完后盖子位移
if (AllHubOfHubs())
{
HubCoverObj.gameObject.transform.DOLocalMove(new Vector3(0, 0.0167f, -0.2387f),1);
@ -268,47 +315,93 @@ public class Screwdriver : MonoBehaviour
{
StartCoroutine(Frist());
issplit = true;
//Ischaiwan = false;
}
if (!ScrewObj[2].activeInHierarchy && !ScrewObj[3].activeInHierarchy)
{
StartCoroutine(Second());
issplit = true;
}
if (!ScrewObj[4].activeInHierarchy && !ScrewObj[5].activeInHierarchy)
{
StartCoroutine(Thrid());
issplit = true;
}
if (!ScrewObj[6].activeInHierarchy && !ScrewObj[7].activeInHierarchy)
{
StartCoroutine(Fourth());
issplit = true;
}
if (!ScrewObj[9].activeInHierarchy)
{
StartCoroutine(Sixth());
issplit = true;
issplit = true;
}
if (!ScrewObj[8].activeInHierarchy)
{
StartCoroutine(Fivth());
issplit = true;
}
if (!ScrewObj[0].activeInHierarchy && !ScrewObj[1].activeInHierarchy&& !ScrewObj[2].activeInHierarchy && !ScrewObj[3].activeInHierarchy&& !ScrewObj[4].activeInHierarchy && !ScrewObj[5].activeInHierarchy&& !ScrewObj[6].activeInHierarchy && !ScrewObj[7].activeInHierarchy&& !ScrewObj[8].activeInHierarchy)
{
Ischaiwan = false;
}
}
//Ischaiwan = false;
}
/// <summary>
/// 判断集中器螺丝
/// 螺丝是否全部显示
/// </summary>
int allls;
/// <summary>
/// 新集中器螺丝全部安装上
/// </summary>
/// <returns></returns>
public bool AreAllObjectsHidden()
{
allls = 0;
for (int i = 0; i < NewScrewObj.Length; i++)
{
if (NewScrewObj[i].gameObject.GetComponent<MeshRenderer>().enabled == true)
{
//StartCoroutine(IEElectricWire());
allls++;
}
}
if (allls >= NewScrewObj.Length)
{
StartCoroutine(IEElectricWireGai());
return true;
}
else
{
return false;
}
}
/// <summary>
/// 判断集中器螺丝下端螺丝
/// </summary>
/// <returns></returns>
public bool AreAllObjectsHiddens()
{
foreach (GameObject obj in ScrewObj)
{
@ -353,6 +446,22 @@ public class Screwdriver : MonoBehaviour
return true;
}
/// <summary>
/// 集中器盖子后续动画
/// </summary>
/// <returns></returns>
IEnumerator IEElectricWireGai()
{
ElectricWireBcr.enabled = false;
yield return new WaitForSeconds(1f);
Cover.gameObject.SetActive(true);
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);
}
/// <summary>
/// 螺丝刀返回动画
/// </summary>
@ -509,6 +618,87 @@ public class Screwdriver : MonoBehaviour
}
#endregion
/// <summary>
/// 第一个螺丝和第二个安装完成后卸下胶带和电线安装的动画
/// </summary>
/// <returns></returns>
//IEnumerator TapeBackFrist()
//{
// TapeMar.SetFloat("_step_p1", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(0) != 0 && ElectricWireSMR.GetBlendShapeWeight(0) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(0, i);
// }
// }
//}
//IEnumerator TapeBackSecond()
//{
// TapeMar.SetFloat("_step_p2", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(1) != 0 && ElectricWireSMR.GetBlendShapeWeight(1) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(1, i);
// }
// }
//}
//IEnumerator TapeBackThird()
//{
// TapeMar.SetFloat("_step_p3", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(2) != 0 && ElectricWireSMR.GetBlendShapeWeight(2) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(2, i);
// }
// }
//}
//IEnumerator TapeBackFourth()
//{
// TapeMar.SetFloat("_step_p4", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(3) != 0 && ElectricWireSMR.GetBlendShapeWeight(3) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(3, i);
// }
// }
//}
//IEnumerator TapeBackFifth()
//{
// TapeMar.SetFloat("_step_p5", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(4) != 0 && ElectricWireSMR.GetBlendShapeWeight(4) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(4, i);
// }
// }
//}
//IEnumerator TapeBackSixth()
//{
// TapeMar.SetFloat("_step_p6", 0);
// if (ElectricWireSMR.GetBlendShapeWeight(5) != 0 && ElectricWireSMR.GetBlendShapeWeight(5) == 100)
// {
// for (int i = 100; i >= 0; i--)
// {
// yield return new WaitForSeconds(0.01f);
// ElectricWireSMR.SetBlendShapeWeight(5, i);
// }
// }
//}
/// <summary>
/// 集中器背后螺丝全部拆完集中器动画
@ -518,7 +708,8 @@ public class Screwdriver : MonoBehaviour
{
ConcentratorObj.gameObject.transform.DOLocalMove(new Vector3(-0.2719f, 2.24768f, -0.0772f), 0.5f);
yield return new WaitForSeconds(1f);
ConcentratorObj.gameObject.SetActive(false);
Destroy(ConcentratorObj.gameObject);
//OldConcentrator.gameObject.SetActive(false);
}
/// <summary>
/// 旧的集线器背后右边螺丝
@ -529,14 +720,20 @@ public class Screwdriver : MonoBehaviour
ScrewdriverTrans.transform.position = OpenScrewScrewdriverTrans[4].transform.position;
yield return new WaitForSeconds(0.5f);
ConcentratorScrewObj[0].SetActive(false);
ConcentratorScrewObj[1].SetActive(false);
//ConcentratorScrewObj[1].SetActive(false);
}
/// <summary>
/// 旧的集线器背后左边螺丝
/// </summary>
/// <returns></returns>
IEnumerator left()
{
ScrewdriverTrans.transform.position = OpenScrewScrewdriverTrans[4].transform.position;
yield return new WaitForSeconds(0.5f);
ConcentratorScrewObj[2].SetActive(false);
ConcentratorScrewObj[3].SetActive(false);
ConcentratorScrewObj[1].SetActive(false);
//ConcentratorScrewObj[2].SetActive(false);
//ConcentratorScrewObj[3].SetActive(false);
}
}

View File

@ -64,12 +64,15 @@ public class concentrator : MonoBehaviour
/// </summary>
public GameObject[] screw;
[Header("集中器端子螺丝")]
[Header("м¯ÖÐÆ÷¶Ë×ÓÂÝË¿")]
/// <summary>
/// 集中器端子螺丝
/// </summary>
public GameObject[] ScrewObj;
public GameObject[] NewScrewObj;
public static concentrator instean;
private Coroutine coroutine;
public GameObject R;
public GameObject L;
@ -82,12 +85,16 @@ public class concentrator : MonoBehaviour
{
}
private void Awake()
{
instean = this;
}
// Update is called once per frame
void Update()
{
if (EventSystem.current.IsPointerOverGameObject())
return;
//if (EventSystem.current.IsPointerOverGameObject())
// return;
if (Input.GetMouseButtonDown(0))
{
@ -112,41 +119,41 @@ public class concentrator : MonoBehaviour
if (hit.collider.gameObject.name == "JZQ_螺丝1")
{
StartCoroutine(TapeBackFrist());
ScrewObj[0].GetComponent<MeshRenderer>().enabled = true;
ScrewObj[1].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[0].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[1].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
else if (hit.collider.gameObject.name == "JZQ_螺丝2")
{
StartCoroutine(TapeBackSecond());
ScrewObj[2].GetComponent<MeshRenderer>().enabled = true;
ScrewObj[3].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[2].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[3].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
else if (hit.collider.gameObject.name == "JZQ_螺丝3")
{
StartCoroutine(TapeBackThird());
ScrewObj[4].GetComponent<MeshRenderer>().enabled = true;
ScrewObj[5].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[4].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[5].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
else if (hit.collider.gameObject.name == "JZQ_螺丝4")
{
StartCoroutine(TapeBackFourth());
ScrewObj[6].GetComponent<MeshRenderer>().enabled = true;
ScrewObj[7].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[6].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[7].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
else if (hit.collider.gameObject.name == "JZQ_螺丝6")
{
StartCoroutine(TapeBackFifth());
ScrewObj[8].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[8].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
else if (hit.collider.gameObject.name == "JZQ_螺丝7")
{
StartCoroutine(TapeBackSixth());
ScrewObj[9].GetComponent<MeshRenderer>().enabled = true;
NewScrewObj[9].GetComponent<MeshRenderer>().enabled = true;
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
@ -186,25 +193,8 @@ public class concentrator : MonoBehaviour
if (AreAllObjectsHidden())
{
isPlayAni = false;
//StartCoroutine(IEElectricWire());
//MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
// Debug.Log("所有螺丝都显示");
}
// if (hit.collider.gameObject.name == "JZQ_螺丝007")
// {
// MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
// }
//if (hit.collider.gameObject.name == "pCylinder170")
//{
// if (isplaying)
// {
// StartCoroutine(IEElectricWire());// MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
// isplaying = false;
// }
//}
}
}
}
@ -216,16 +206,16 @@ public class concentrator : MonoBehaviour
public bool AreAllObjectsHidden()
{
allls = 0;
for (int i = 0; i < ScrewObj.Length; i++)
for (int i = 0; i < NewScrewObj.Length; i++)
{
if (ScrewObj[i].gameObject.GetComponent<MeshRenderer>().enabled == true)
if (NewScrewObj[i].gameObject.GetComponent<MeshRenderer>().enabled == true)
{
//StartCoroutine(IEElectricWire());
allls++;
}
}
if (allls >= ScrewObj.Length)
if (allls >= NewScrewObj.Length)
{
StartCoroutine(IEElectricWire());
return true;
@ -243,14 +233,24 @@ public class concentrator : MonoBehaviour
IEnumerator Newconcentrator()
{
ConcentratorObj.gameObject.transform.DOLocalMove(oncentratorTrans.gameObject.transform.localPosition, 1f); //3.0778f, 2.2149f, -1.4581f
ConcentratorObj.gameObject.transform.rotation = oncentratorTrans.transform.rotation;
yield return new WaitForSeconds(1f);
}
public void ElectricWire()
{
if (coroutine != null)
{
StopCoroutine(coroutine);
}
coroutine = StartCoroutine(IEElectricWire());
}
/// <summary>
/// 集中器盖子后续动画
/// </summary>
/// <returns></returns>
IEnumerator IEElectricWire()
private IEnumerator IEElectricWire()
{
TapeMarCol.enabled = false;
yield return new WaitForSeconds(1f);

View File

@ -74,8 +74,8 @@ using UnityEngine.EventSystems;
// Update is called once per frame
void Update()
{
if (EventSystem.current.IsPointerOverGameObject())
return;
//if (EventSystem.current.IsPointerOverGameObject())
// return;
if (Input.GetMouseButtonDown(0))

View File

@ -53,8 +53,8 @@ public class ElectricCheckPen : MonoBehaviour
/// </summary>
void Update()
{
if (EventSystem.current.IsPointerOverGameObject())
return;
//if (EventSystem.current.IsPointerOverGameObject())
// return;
if (Input.GetMouseButtonDown(0))
@ -68,7 +68,7 @@ public class ElectricCheckPen : MonoBehaviour
if (hit.collider.gameObject.name == "ĎäĚĺ")
{
ElectricCheckPenOBJ.gameObject.transform.SetParent(null);
ElectricCheckPenOBJ.gameObject.transform.DOLocalMove(new Vector3(303.038f, 2.655f, 163.822f), 2f);
ElectricCheckPenOBJ.gameObject.transform.DOLocalMove(new Vector3(303.038f, 2.655f, 163.822f), 1f);
Debug.Log(hit.collider.gameObject.name);
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
}
@ -130,15 +130,15 @@ public class ElectricCheckPen : MonoBehaviour
/// <returns></returns>
async void Warninglight()
{
ElectricCheckPenMater.SetFloat("_SwitchOfEmi", 1);
ElectricCheckPenMater.SetFloat("_SwitchOfEmi", 0.5f);
//ElectricCheckPenMater.SetColor("Int_E",Color.red);
//ElectricCheckPenSpr.color = new Color(255, 0, 0);
await Task.Delay(TimeSpan.FromSeconds(0.5f));
await Task.Delay(TimeSpan.FromSeconds(0.2f));
ElectricCheckPenMater.SetFloat("_SwitchOfEmi", 0);
//ElectricCheckPenMater.SetColor("Int_E", Color.white);
//ElectricCheckPenSpr.color = new Color(166, 183, 213);
await Task.Delay(TimeSpan.FromSeconds(0.5f));
ElectricCheckPenMater.SetFloat("_SwitchOfEmi", 1);
await Task.Delay(TimeSpan.FromSeconds(0.2f));
ElectricCheckPenMater.SetFloat("_SwitchOfEmi", 0.5f);
//ElectricCheckPenMater.SetColor("Int_E", Color.red);
//ElectricCheckPenSpr.color = new Color(255, 0, 0);
await Task.Delay(TimeSpan.FromSeconds(0.5f));