diff --git a/SXElectricityInformationAcquisition/Assets/JunctionBox.cs b/SXElectricityInformationAcquisition/Assets/JunctionBox.cs
index 49c2ded2..55431c12 100644
--- a/SXElectricityInformationAcquisition/Assets/JunctionBox.cs
+++ b/SXElectricityInformationAcquisition/Assets/JunctionBox.cs
@@ -10,15 +10,15 @@ public class JunctionBox : MonoBehaviour
///
public Transform TransparentlidObj;
- ///
- /// 横向滑块
- ///
- public Transform HorizontalSlider;
+ /////
+ ///// 横向滑块
+ /////
+ //public Transform HorizontalSlider;
- ///
- /// 纵向滑块
- ///
- public Transform VerticalSlider;
+ /////
+ ///// 纵向滑块
+ /////
+ //public Transform VerticalSlider;
///
/// 是否盖上
@@ -41,43 +41,31 @@ public class JunctionBox : MonoBehaviour
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)
+ ////判断盖子是否打开
+ }
+ if (!iscover)
+ {
+ //iscover = true;
+ switch (hit.collider.gameObject.name)
{
- switch (hit.collider.gameObject.name)
- {
- case "接线盒纵向滑块001":
- hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.06131744f, 0.0638f, 0.0089f),1.5f);
- break;
- case "接线盒纵向滑块002":
- hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.06131744f, -0.059f, 0.0089f), 1.5f);
- break;
- case "接线盒纵向滑块003":
- hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.06131744f, 0.0638f, 0.0089f), 1.5f);
- break;
- case "接线盒纵向滑块004":
- hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.06131744f, -0.059f, 0.0089f), 1.5f);
- break;
- //case "三相_有互感器_无光伏_接线盒_A相_横向下滑块_正确":
-
- // break;
- //case "三相_有互感器_无光伏_接线盒_B相_横向下滑块_正确":
-
- // break;
- //case "三相_有互感器_无光伏_接线盒_C相_横向下滑块_正确":
-
- // break;
- //case "接线盒横向上滑块001":
-
- // break;
- //case "接线盒横向上滑块002":
-
- // break;
- //case "接线盒横向上滑块003":
-
- // break;
- }
+ case "接线盒纵向滑块001":
+ hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.06131744f, -0.0075f, 0.0089f), 1f);
+ Debug.Log(hit.collider.gameObject.name);
+ break;
+ case "接线盒纵向滑块002":
+ hit.collider.gameObject.transform.DOLocalMove(new Vector3(0.02013969f, -0.0075f, 0.0089f), 1f);
+ Debug.Log(hit.collider.gameObject.name);
+ break;
+ case "接线盒纵向滑块003":
+ hit.collider.gameObject.transform.DOLocalMove(new Vector3(-0.02001452f, -0.0075f, 0.0089f), 1f);
+ Debug.Log(hit.collider.gameObject.name);
+ break;
+ case "接线盒纵向滑块004":
+ hit.collider.gameObject.transform.DOLocalMove(new Vector3(-0.06075525f, -0.0075f, 0.0089f), 1f);
+ Debug.Log(hit.collider.gameObject.name);
+ break;
}
+
}
}
}
diff --git a/SXElectricityInformationAcquisition/Assets/Model/鐢电嚎鏉/Mat/缁濈紭鑳跺甫缁戠嚎p1.mat b/SXElectricityInformationAcquisition/Assets/Model/鐢电嚎鏉/Mat/缁濈紭鑳跺甫缁戠嚎p1.mat
index 50c8efb9..2fa1692f 100644
--- a/SXElectricityInformationAcquisition/Assets/Model/鐢电嚎鏉/Mat/缁濈紭鑳跺甫缁戠嚎p1.mat
+++ b/SXElectricityInformationAcquisition/Assets/Model/鐢电嚎鏉/Mat/缁濈紭鑳跺甫缁戠嚎p1.mat
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+ - _step_p6: 1
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diff --git a/SXElectricityInformationAcquisition/Assets/Scenes/鐜板満 _Test.unity b/SXElectricityInformationAcquisition/Assets/Scenes/鐜板満 _Test.unity
index d3eeefbe..71626596 100644
--- a/SXElectricityInformationAcquisition/Assets/Scenes/鐜板満 _Test.unity
+++ b/SXElectricityInformationAcquisition/Assets/Scenes/鐜板満 _Test.unity
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diff --git a/SXElectricityInformationAcquisition/Assets/Screwdriver.cs b/SXElectricityInformationAcquisition/Assets/Screwdriver.cs
index f36dd240..84f64228 100644
--- a/SXElectricityInformationAcquisition/Assets/Screwdriver.cs
+++ b/SXElectricityInformationAcquisition/Assets/Screwdriver.cs
@@ -16,19 +16,54 @@ public class Screwdriver : MonoBehaviour
///
/// 右边螺丝
///
- public Transform ScrewR;
+ public GameObject ScrewR;
///
/// 左边螺丝
///
- public Transform ScrewL;
+ public GameObject ScrewL;
- public InteractiveObjects[] interactiveObjects;
+ ///
+ /// 集中器左侧螺丝
+ ///
+ public GameObject LconcentratorScrew;
+
+ ///
+ /// 集中器右侧螺丝
+ ///
+ public GameObject RconcentratorScrew;
+
+ ///
+ /// 集线器螺丝和封印
+ ///
+ public GameObject[] concentratorScrew;
+
+ ///
+ /// 螺丝
+ ///
+ public GameObject[] ScrewObj;
+
+ ///
+ /// 集线盒电线动画
+ ///
+ public SkinnedMeshRenderer ElectricWireSMR;
+
+ ///
+ /// 集中器盖子
+ ///
+ public GameObject HubCoverObj;
+
+ public InteractiveObjects[] interactiveObjects;
+
+ ///
+ /// 拆完封印
+ ///
+ bool issplit;
// Start is called before the first frame update
void Start()
{
-
+ //StartCoroutine(IEElectricWire());
}
// Update is called once per frame
@@ -51,17 +86,91 @@ public class Screwdriver : MonoBehaviour
StartCoroutine(Lscrew());
Debug.Log(hit.collider.gameObject.name);
}
+ if (hit.collider.gameObject.name == "壳固定螺丝_R")
+ {
+ Debug.Log(hit.collider.gameObject.name);
+ StartCoroutine(IERconcentratorScrew());
+ }
+ if (hit.collider.gameObject.name == "壳固定螺丝_L")
+ {
+ Debug.Log(hit.collider.gameObject.name);
+ StartCoroutine(IELconcentratorScrew());
+ }
+ for (int i = 0; i < ScrewObj.Length; i++)
+ {
+ if (hit.collider.gameObject.name == ScrewObj[i].name)
+ {
+ Debug.Log(hit.collider.gameObject.name);
+ ScrewObj[i].gameObject.SetActive(false);
+ }
+ //if (!ScrewObj[i].gameObject.activeInHierarchy)
+ //{
+ // StartCoroutine(IEElectricWire());
+ //}
+ }
}
}
+ if (AreAllObjectsHidden())
+ {
+ StartCoroutine(IEElectricWire());
+ Debug.Log("所有螺丝都已隐藏");
+ }
+ if (AllHubOfHubs())
+ {
+ HubCoverObj.gameObject.SetActive(false);
+ Debug.Log("所有集线器盖子螺丝都已隐藏");
+ }
+ }
+ // 调用这个方法来检查所有游戏对象是否都被隐藏
+ // 获取所有游戏对象
+ // public GameObject[] allObjects = FindObjectsOfType();
+ 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
+ {
+ return false; // 如果找到任何一个激活的对象,返回false
+ }
+ }
+ return true; // 如果所有对象都未激活,返回true
}
///
- /// 右边螺丝
+ /// 集中器盖子螺丝
+ ///
+ ///
+ 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
+ {
+ return false; // 如果找到任何一个激活的对象,返回false
+ }
+ }
+ return true; // 如果所有对象都未激活,返回true
+ }
+ ///
+ /// 螺丝刀返回动画
+ ///
+ ///
+ IEnumerator ScrewdriverBack()
+ {
+ ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.274139f, 1.803738f, -1.191f), 1f);
+ ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-90f, 0, 0), 1f);
+ yield return new WaitForSeconds(2f);
+ }
+
+ ///
+ /// 接线盒右边螺丝
///
///
IEnumerator Rscrew()
{
- ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, 90),1f);
+ ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, 90), 1f);
yield return new WaitForSeconds(1.5f);
ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.2373f, 1.8549f, -1.244f), 1f);
yield return new WaitForSeconds(1);
@@ -71,39 +180,105 @@ public class Screwdriver : MonoBehaviour
yield return new WaitForSeconds(2f);
ScrewR.transform.DOLocalMove(new Vector3(0.1316f, 0.036f, 0.0034f), 1.5f);
yield return new WaitForSeconds(3f);
- Destroy(ScrewR);
+ StartCoroutine(ScrewdriverBack());
+ ScrewR.gameObject.SetActive(false);
}
///
- /// 左边螺丝
+ /// 接线盒左边螺丝
///
///
IEnumerator Lscrew()
{
- ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, 90), 1f);
+ ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.2373f, 1.8284f, -1.3885f), 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.DOLocalMove(new Vector3(3.2373f, 1.8284f, -1.3885f), 1f);
+ ScrewdriverTrans.transform.DOLocalRotate(new Vector3(-19.741f, -113.296f, 90), 1f);
yield return new WaitForSeconds(1.5f);
-
ScrewL.transform.DOLocalMove(new Vector3(-0.07357633f, -0.01137948f, -0.0366f), 1f);
+ yield return new WaitForSeconds(2f);
+ StartCoroutine(ScrewdriverBack());
+ ScrewL.gameObject.SetActive(false);
}
- //private void OnMouseEnter()
- //{
- // for (int i= 0; i < interactiveObjects.Length; i++)
- // {
- // interactiveObjects[i].enabled = true;
- // }
- //}
- //private void OnMouseExit()
- //{
- // for (int i = 0; i < interactiveObjects.Length; i++)
- // {
- // interactiveObjects[i].enabled = false;
- // }
- //}
+ ///
+ /// 集中器右侧螺丝
+ ///
+ ///
+ 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);
+ yield return new WaitForSeconds(1.5f);
+ RconcentratorScrew.transform.DOLocalMove(new Vector3(0.1143f, 0.0216f, -0.1031f), 1f);
+ yield return new WaitForSeconds(0.5f);
+ StartCoroutine(ScrewdriverBack());
+ RconcentratorScrew.gameObject.SetActive(false);
+ }
+ ///
+ /// 集中器左侧螺丝
+ ///
+ ///
+ IEnumerator IELconcentratorScrew()
+ {
+ ScrewdriverTrans.transform.DOLocalMove(new Vector3(3.2669f, 2.0962f, -1.4616f), 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);
+ yield return new WaitForSeconds(1.5f);
+ LconcentratorScrew.transform.DOLocalMove(new Vector3(-0.1188f, 0.0216f, -0.1031f), 1f);
+ yield return new WaitForSeconds(2f);
+ StartCoroutine(ScrewdriverBack());
+ LconcentratorScrew.gameObject.SetActive(false);
+ }
+ ///
+ /// 集线器螺丝拆完后电线动画
+ ///
+ ///
+ IEnumerator IEElectricWire()
+ {
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.001f);
+ ElectricWireSMR.SetBlendShapeWeight(0, i);
+ }
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.002f);
+ ElectricWireSMR.SetBlendShapeWeight(1, i);
+ }
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.002f);
+ ElectricWireSMR.SetBlendShapeWeight(2, i);
+ }
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.002f);
+ ElectricWireSMR.SetBlendShapeWeight(3, i);
+ }
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.002f);
+ ElectricWireSMR.SetBlendShapeWeight(4, i);
+ }
+ //yield return new WaitForSeconds(1f);
+ for (int i = 0; i <= 100; i++)
+ {
+ yield return new WaitForSeconds(0.002f);
+ ElectricWireSMR.SetBlendShapeWeight(5, i);
+ }
+ }
}
diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs
new file mode 100644
index 00000000..65861c5d
--- /dev/null
+++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs
@@ -0,0 +1,67 @@
+using DG.Tweening;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+///
+/// 绝缘胶带
+///
+
+ public class AdhesiveTape : MonoBehaviour
+{
+ ///
+ /// 绝缘胶带
+ ///
+ public GameObject TapeOBJ;
+
+ ///
+ /// 电线前段胶带
+ ///
+ public Material TapeMar;
+ // Start is called before the first frame update
+ void Start()
+ {
+ 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
+ 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 == "pCylinder170")
+ {
+ StartCoroutine(tape());
+ }
+ }
+ }
+ }
+
+ 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);
+ TapeMar.SetFloat("_step_p2", 1);
+ yield return new WaitForSeconds(1f);
+ TapeMar.SetFloat("_step_p3", 1);
+ yield return new WaitForSeconds(1f);
+ TapeMar.SetFloat("_step_p4", 1);
+ yield return new WaitForSeconds(1f);
+ TapeMar.SetFloat("_step_p5", 1);
+ yield return new WaitForSeconds(1f);
+ TapeMar.SetFloat("_step_p6", 1);
+ }
+}
diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs.meta b/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs.meta
new file mode 100644
index 00000000..fb49f045
--- /dev/null
+++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/AdhesiveTape.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f7068b4c343d9d944a0c82f8b0232f78
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/Pliers.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/Pliers.cs
index b7b745d9..f02b0451 100644
--- a/SXElectricityInformationAcquisition/Assets/taoruiqi/Pliers.cs
+++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/Pliers.cs
@@ -4,7 +4,7 @@ using System.Collections.Generic;
using UnityEngine;
///
-/// 剥线钳功能
+/// 剥线钳
///
public class Pliers : MonoBehaviour
{
@@ -19,20 +19,30 @@ public class Pliers : MonoBehaviour
public SkinnedMeshRenderer PliersSki;
///
- /// 柜门封印动画
+ /// 柜门外封印动画
///
public SkinnedMeshRenderer ElectricBoxSkinnedMeshRenderer;
///
- /// 电箱里右边封印
+ /// 电箱里端子排右边封印
///
public SkinnedMeshRenderer RightSkinnedMeshRenderer;
///
- /// 电箱里面左边封印
+ /// 电箱端子排里面左边封印
///
public SkinnedMeshRenderer LeftSkinnedMeshRenderer;
+ ///
+ /// 集中器盖右边封印
+ ///
+ public SkinnedMeshRenderer RconcentratorSMR;
+
+ ///
+ /// 集中器盖左边封印
+ ///
+ public SkinnedMeshRenderer LconcentratorSMR;
+
///
/// 变电箱门锁
///
@@ -79,22 +89,33 @@ public class Pliers : MonoBehaviour
StartCoroutine(JunctionBoxLeft());
Debug.Log(hit.collider.gameObject.name);
}
-
+ if (hit.collider.gameObject.name == "集中器_封印R")
+ {
+ StartCoroutine(RightRconcentrator());
+ Debug.Log(hit.collider.gameObject.name);
+ }
+ if (hit.collider.gameObject.name == "集中器_封印_L")
+ {
+ StartCoroutine(LeftRconcentrator());
+ Debug.Log(hit.collider.gameObject.name);
+ }
}
}
}
}
+
float weight;
+
///
/// 剥线钳动画
///
///
IEnumerator PliersIE()
{
- PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.33844f, 2.085f, -1.040039f),1f);
- yield return new WaitForSeconds(1.5f);
- PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90,90,0),1.5f);
- yield return new WaitForSeconds(2f);
+ PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.33844f, 2.033f, -1.043f),1f);
+ yield return new WaitForSeconds(1f);
+ //PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90,90,0),1.5f);
+ //yield return new WaitForSeconds(2f);
for (int i = 100; i >= 0; i--)
{
yield return new WaitForSeconds(0.01f);
@@ -112,7 +133,7 @@ public class Pliers : MonoBehaviour
{
for (int i = 0; i < 100; i++)
{
- yield return new WaitForSeconds(0.01f);
+ yield return new WaitForSeconds(0.001f);
ElectricBoxSkinnedMeshRenderer.SetBlendShapeWeight(0, i);
}
yield return new WaitForSeconds(1f);
@@ -135,6 +156,10 @@ public class Pliers : MonoBehaviour
StartCoroutine(PliersBack());
}
+ ///
+ /// 剥线钳返回原点动画
+ ///
+ ///
IEnumerator PliersBack()
{
PliersObj.gameObject.transform.DOMove(new Vector3(303.05f, 2.386f, 163.028f),1.5f);
@@ -149,27 +174,28 @@ public class Pliers : MonoBehaviour
///
IEnumerator JunctionBoxRight()
{
- //PliersObj.gameObject.SetActive(true);
- PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 1.5f);
-
- yield return new WaitForSeconds(1.5f);
- PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1497f, 1.888f, -1.3079f), 1f);
+
+ 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(2f);
for (int i = 100; i >= 0; i--)
{
- yield return new WaitForSeconds(0.01f);
+ yield return new WaitForSeconds(0.001f);
PliersSki.SetBlendShapeWeight(0, i);
}
- yield return new WaitForSeconds(3f);
+ yield return new WaitForSeconds(2f);
for (int i = 0; i < 100; i++)
{
- yield return new WaitForSeconds(0.01f);
+ yield return new WaitForSeconds(0.001f);
RightSkinnedMeshRenderer.SetBlendShapeWeight(0, i);
}
RightSkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(0.0746f, 0.0004f, -0.0416f), 1f);
yield return new WaitForSeconds(1.5f);
StartCoroutine(PliersBack());
- Destroy(RightSkinnedMeshRenderer);
+ RightSkinnedMeshRenderer.gameObject.SetActive(false);
+ // Destroy(RightSkinnedMeshRenderer);
}
///
@@ -179,12 +205,67 @@ public class Pliers : MonoBehaviour
IEnumerator JunctionBoxLeft()
{
//PliersObj.gameObject.SetActive(true);
- PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 1.5f);
-
- yield return new WaitForSeconds(1.5f);
+ PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 0.5f);
+
+ yield return new WaitForSeconds(1f);
PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1672f, 1.8637f, -1.4392f), 1f);
yield return new WaitForSeconds(2f);
for (int i = 100; i >= 0; i--)
+ {
+ yield return new WaitForSeconds(0.001f);
+ PliersSki.SetBlendShapeWeight(0, i);
+ }
+ yield return new WaitForSeconds(1f);
+ for (int i = 0; i < 100; i++)
+ {
+ yield return new WaitForSeconds(0.001f);
+ LeftSkinnedMeshRenderer.SetBlendShapeWeight(0, i);
+ }
+ LeftSkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(-0.0744f, -0.0247f, -0.043f), 1f);
+ yield return new WaitForSeconds(1.5f);
+ StartCoroutine(PliersBack());
+ LeftSkinnedMeshRenderer.gameObject.SetActive(false);
+ //Destroy(LeftSkinnedMeshRenderer);
+ }
+
+ ///
+ /// 集中器右边封印
+ ///
+ ///
+ IEnumerator RightRconcentrator()
+ {
+ PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 1.5f);
+ yield return new WaitForSeconds(1.5f);
+ PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1687f, 2.1218f, -1.4082f), 1f);
+ yield return new WaitForSeconds(2f);
+ for (int i = 100; i >= 0; i--)
+ {
+ yield return new WaitForSeconds(0.001f);
+ PliersSki.SetBlendShapeWeight(0, i);
+ }
+ yield return new WaitForSeconds(3f);
+ for (int i = 0; i < 100; i++)
+ {
+ yield return new WaitForSeconds(0.001f);
+ RconcentratorSMR.SetBlendShapeWeight(0, i);
+ }
+ RconcentratorSMR.gameObject.transform.DOLocalMove(new Vector3(-0.066f, 0.0611f, -0.1134f), 1f);
+ yield return new WaitForSeconds(1.5f);
+ StartCoroutine(PliersBack());
+ RconcentratorSMR.gameObject.SetActive(false);
+ }
+
+ ///
+ /// 集中器左边封印
+ ///
+ ///
+ IEnumerator LeftRconcentrator()
+ {
+ PliersObj.gameObject.transform.DOLocalRotate(new Vector3(-90, 90, 0), 1.5f);
+ yield return new WaitForSeconds(1.5f);
+ PliersObj.gameObject.transform.DOLocalMove(new Vector3(3.1683f, 2.1293f, -1.5439f), 1f);
+ yield return new WaitForSeconds(2f);
+ for (int i = 100; i >= 0; i--)
{
yield return new WaitForSeconds(0.01f);
PliersSki.SetBlendShapeWeight(0, i);
@@ -193,11 +274,11 @@ public class Pliers : MonoBehaviour
for (int i = 0; i < 100; i++)
{
yield return new WaitForSeconds(0.01f);
- LeftSkinnedMeshRenderer.SetBlendShapeWeight(0, i);
+ LconcentratorSMR.SetBlendShapeWeight(0, i);
}
- LeftSkinnedMeshRenderer.gameObject.transform.DOLocalMove(new Vector3(-0.0744f, -0.0247f, -0.043f), 1f);
+ LconcentratorSMR.gameObject.transform.DOLocalMove(new Vector3(-0.0659f, 0.0829f, -0.1134f), 1f);
yield return new WaitForSeconds(1.5f);
StartCoroutine(PliersBack());
- Destroy(LeftSkinnedMeshRenderer);
+ LconcentratorSMR.gameObject.SetActive(false);
}
}
diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/Field observation.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/Field observation.cs
index ecfab032..0c4904e0 100644
--- a/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/Field observation.cs
+++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/Script/Field observation.cs
@@ -16,11 +16,6 @@ public class Fieldobservation : MonoBehaviour
///
public Button ExclamationPointBtn;
- /////
- ///// 封印动画
- /////
- //public SkinnedMeshRenderer SkinnedMeshRenderer;
-
bool isclick;
///
@@ -28,21 +23,6 @@ public class Fieldobservation : MonoBehaviour
///
public Transform UptheladderPos;
- /////
- ///// 梯子点位
- /////
- //public Transform LadderPos;
-
- /////
- ///// 变电箱门锁
- /////
- //public Transform Doorlock;
-
- /////
- ///// 变电箱左门
- /////
- //public Transform DoorOfCabinet;
-
///
/// 打开封印
///
@@ -54,71 +34,8 @@ public class Fieldobservation : MonoBehaviour
void Update()
{
- //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);
-
- // }
- // }
- //}
}
- /////
- ///// 打开封印动画
- /////
- /////
- //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);
- //}
-
- ///
- /// 柜门先后动画
- ///
- ///
- //IEnumerator OpenDoor()
- //{
- // Doorlock069.DOLocalRotate(new Vector3(150, 0, 0), 1f);
- // yield return new WaitForSeconds(2f);
- // LeftDoor.DOLocalRotate(new Vector3(150, 0, 0), 2f);
- //}
-
- /////
- ///// 用户触发
- /////
- /////
- //private void OnTriggerEnter(Collider other)
- //{
- // if (other.name == "LadderPos")
- // {
- // UpladderBtn.gameObject.SetActive(true);
- // }
- //}
///
/// 用户离开npc警告按钮消失
@@ -130,10 +47,5 @@ public class Fieldobservation : MonoBehaviour
{
ExclamationPointBtn.gameObject.SetActive(false);
}
- //if (other.name == "LadderPos")
- //{
- // UpladderBtn.gameObject.SetActive(false);
- //}
-
}
}
diff --git a/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs
index c1ce7a15..bd547f3a 100644
--- a/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs
+++ b/SXElectricityInformationAcquisition/Assets/taoruiqi/WorkPermit.cs
@@ -11,7 +11,7 @@ using UnityEngine.UI;
public class WorkPermit : MonoBehaviour
{
///
- /// 工作证
+ /// 工作牌
///
public GameObject WorkPermitObj;
@@ -26,7 +26,7 @@ public class WorkPermit : MonoBehaviour
public Text DialogboxText;
///
- /// 下一步按钮
+ /// 继续按钮
///
public Button ContinueBtn;
@@ -38,6 +38,7 @@ public class WorkPermit : MonoBehaviour
void Start()
{
NextlBtn.gameObject.SetActive(false);
+ ContinueBtn.gameObject.SetActive(true);
DialogboxText.text = null;
ContinueBtn.onClick.AddListener(() =>
{