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; 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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(() => {