7.24早上bug修改陶芮奇
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@ -241,6 +241,11 @@ public class Screwdriver : MonoBehaviour
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if (AreAllObjectsHidden()&& concentrator.isPlayAni)
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StartCoroutine(ScrewdriverBack());
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for (int i = 0; i < ConcentratorScrewObj.Length; i++)
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float4 tex2DNode4 = tex2D( _Tex_MRao, i.uv_texcoord );
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float Metalness28 = ( tex2DNode4.r * _Int_M );
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o.Occlusion = AmbientOcclusion30;
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Fallback "Diffuse"
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ASEEND*/
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//CHKSM=DFE4CFEE46EB60C42C8B4C9B9E41A5556AF2045A
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userData:
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.UI;
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/// <summary>
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/// 序列帧动画组件
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/// </summary>
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[RequireComponent(typeof(Image))]
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public class UGUISpriteAnimation : MonoBehaviour
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{
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private Image ImageSource;
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private int mCurFrame = 0;
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private float mDelta = 0;
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public float FPS = 5;
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public List<Sprite> SpriteFrames;
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public bool IsPlaying = false;
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public bool Foward = true;
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public bool AutoPlay = false;
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public bool Loop = false;
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public int FrameCount
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{
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get
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{
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return SpriteFrames.Count;
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}
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}
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void Awake()
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{
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ImageSource = GetComponent<Image>();
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}
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void Start()
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{
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if (AutoPlay)
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{
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Play();
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}
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else
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{
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IsPlaying = false;
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}
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}
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private void SetSprite(int idx)
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{
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ImageSource.sprite = SpriteFrames[idx];
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//该部分为设置成原始图片大小,如果只需要显示Image设定好的图片大小,注释掉该行即可。
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//ImageSource.SetNativeSize();
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}
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public void Play()
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{
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IsPlaying = true;
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Foward = true;
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}
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public void PlayReverse()
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{
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IsPlaying = true;
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Foward = false;
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}
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void Update()
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{
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if (!IsPlaying || 0 == FrameCount)
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{
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return;
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}
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mDelta += Time.deltaTime;
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if (mDelta > 1 / FPS)
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{
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mDelta = 0;
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if (Foward)
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{
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mCurFrame++;
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}
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else
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{
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mCurFrame--;
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}
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if (mCurFrame >= FrameCount)
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{
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if (Loop)
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{
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mCurFrame = 0;
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}
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else
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{
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IsPlaying = false;
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return;
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}
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}
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else if (mCurFrame < 0)
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{
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if (Loop)
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{
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mCurFrame = FrameCount - 1;
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}
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else
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{
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IsPlaying = false;
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return;
|
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}
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}
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SetSprite(mCurFrame);
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}
|
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}
|
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public void Pause()
|
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{
|
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IsPlaying = false;
|
||||
}
|
||||
|
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public void Resume()
|
||||
{
|
||||
if (!IsPlaying)
|
||||
{
|
||||
IsPlaying = true;
|
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}
|
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}
|
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public void Stop()
|
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{
|
||||
mCurFrame = 0;
|
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SetSprite(mCurFrame);
|
||||
IsPlaying = false;
|
||||
}
|
||||
|
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public void Rewind()
|
||||
{
|
||||
mCurFrame = 0;
|
||||
SetSprite(mCurFrame);
|
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Play();
|
||||
}
|
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}
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|
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: UI_TextureSheetAnimation
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m_Shader: {fileID: 4800000, guid: db3fe17b4a679a340a8ecf19255d805a, type: 3}
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m_ShaderKeywords:
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "UI/TextureSheetAnimation"
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{
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Properties
|
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{
|
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
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_Y_Axit("Y_Axit", Float) = 4
|
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_X_Axit("X_Axit", Float) = 4
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_speed("speed", Range( 0 , 1)) = 1
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//MASK SUPPORT ADD
|
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_ColorMask("Color Mask", Float) = 15
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SubShader
|
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
|
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|
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Cull Off
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Lighting Off
|
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ZWrite Off
|
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Blend One OneMinusSrcAlpha
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//MASK SUPPORT ADD
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Stencil
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{
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
|
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WriteMask[_StencilWriteMask]
|
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}
|
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ColorMask[_ColorMask]
|
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//MASK SUPPORT END
|
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Pass
|
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{
|
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CGPROGRAM
|
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|
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
|
||||
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
|
||||
#endif
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#pragma multi_compile _ PIXELSNAP_ON
|
||||
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityShaderVariables.cginc"
|
||||
#define ASE_NEEDS_FRAG_COLOR
|
||||
|
||||
|
||||
struct appdata_t
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
|
||||
};
|
||||
|
||||
uniform fixed4 _Color;
|
||||
uniform float _EnableExternalAlpha;
|
||||
uniform sampler2D _MainTex;
|
||||
uniform sampler2D _AlphaTex;
|
||||
uniform float _X_Axit;
|
||||
uniform float _Y_Axit;
|
||||
uniform float _speed;
|
||||
|
||||
|
||||
v2f vert( appdata_t IN )
|
||||
{
|
||||
v2f OUT;
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
|
||||
|
||||
|
||||
IN.vertex.xyz += float3(0,0,0) ;
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
OUT.color = IN.color * _Color;
|
||||
#ifdef PIXELSNAP_ON
|
||||
OUT.vertex = UnityPixelSnap (OUT.vertex);
|
||||
#endif
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
fixed4 SampleSpriteTexture (float2 uv)
|
||||
{
|
||||
fixed4 color = tex2D (_MainTex, uv);
|
||||
|
||||
#if ETC1_EXTERNAL_ALPHA
|
||||
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
|
||||
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@ -0,0 +1,31 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
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using UnityEngine;
|
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using UnityEngine.UI;
|
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|
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public class Tiparrow : MonoBehaviour
|
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{
|
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public Image ArrowImage;
|
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// Start is called before the first frame update
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void Start()
|
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{
|
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//ArrowImage.gameObject.transform.Find("arrow").GetComponent<GameObject>();
|
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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.tag== "Player")
|
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{
|
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Debug.Log(other.gameObject.name);
|
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ArrowImage.gameObject.SetActive(false);
|
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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.tag == "Player")
|
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{
|
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Debug.Log(other.gameObject.name);
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ArrowImage.gameObject.SetActive(true);
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}
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}
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}
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@ -0,0 +1,11 @@
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@ -28,6 +28,12 @@ public class ToolManager : MonoBehaviour
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/// </summary>
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public Button[] RetractBtn;
|
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|
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[Header("梯子提示摆放箭头")]
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/// <summary>
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/// 梯子提示摆放箭头
|
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/// </summary>
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public Image ArrowImage;
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|
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public bool inthis = false;
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||||
public static ToolManager instans;
|
||||
|
|
@ -171,6 +177,7 @@ public class ToolManager : MonoBehaviour
|
|||
if (message == "ÌÝ×Ó")
|
||||
{
|
||||
Tool[0].gameObject.SetActive(true);
|
||||
ArrowImage.gameObject.SetActive(false);//提示箭头小时
|
||||
Ladder.instance.Init();
|
||||
}
|
||||
if (message == "Ñéµç±Ê")
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ using MotionFramework;
|
|||
using UnityEngine;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine.EventSystems;
|
||||
using static System.Windows.Forms.VisualStyles.VisualStyleElement.ProgressBar;
|
||||
|
||||
/// <summary>
|
||||
/// 验电笔
|
||||
|
|
@ -40,6 +41,7 @@ public class ElectricCheckPen : MonoBehaviour
|
|||
/// </summary>
|
||||
bool issocket;
|
||||
|
||||
private Coroutine coroutine;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
|
@ -73,7 +75,7 @@ public class ElectricCheckPen : MonoBehaviour
|
|||
if (hit.collider.gameObject.name == "插座")
|
||||
{
|
||||
ElectricCheckPenOBJ.gameObject.transform.SetParent(null);
|
||||
StartCoroutine(socket());
|
||||
CheckElectric();
|
||||
//Warninglight();
|
||||
Debug.Log(hit.collider.gameObject.name);
|
||||
MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
|
||||
|
|
@ -92,11 +94,24 @@ public class ElectricCheckPen : MonoBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ñéµç
|
||||
/// </summary>
|
||||
public void CheckElectric()
|
||||
{
|
||||
if (coroutine!=null)
|
||||
{
|
||||
StopCoroutine(coroutine);
|
||||
}
|
||||
coroutine = StartCoroutine(socket());
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 验电笔点击插座
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator socket()
|
||||
private IEnumerator socket()
|
||||
{
|
||||
ElectricCheckPenOBJ.gameObject.transform.DOLocalMove(ElectricalInspectionOfficeTrans.gameObject.transform.localPosition, 1f).OnComplete(() =>
|
||||
{
|
||||
|
|
|
|||
|
|
@ -40,6 +40,12 @@ public class WorkPermit : MonoBehaviour
|
|||
/// 下一句话按钮
|
||||
/// </summary>
|
||||
public Button NextlBtn;
|
||||
|
||||
[Header("ÌÝ×ÓÌáʾ°Ú·Å¼ýÍ·")]
|
||||
/// <summary>
|
||||
/// ÌÝ×ÓÌáʾ°Ú·Å¼ýÍ·
|
||||
/// </summary>
|
||||
public Image ArrowImage;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
|
@ -51,6 +57,7 @@ public class WorkPermit : MonoBehaviour
|
|||
Dialogbox.gameObject.SetActive(false);
|
||||
DialogboxText.text = null;
|
||||
Destroy(WorkPermitObj);
|
||||
ArrowImage.gameObject.SetActive(true);
|
||||
MotionEngine.GetModule<AnimationProcessManager>().HandleClick("客户");
|
||||
|
||||
});
|
||||
|
|
@ -72,4 +79,5 @@ public class WorkPermit : MonoBehaviour
|
|||
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。";
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue