7.25修改
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commit
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/// </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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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 透明盖子封印碰撞R;
|
||||
public GameObject 透明盖子封印碰撞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);
|
||||
|
|
|
|||
|
|
@ -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))
|
||||
|
|
|
|||
|
|
@ -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));
|
||||
|
|
|
|||
Loading…
Reference in New Issue