using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Fieldobservation : MonoBehaviour { /// /// 玩家相机 /// public Transform Cameraobj; /// /// 警告按钮 /// public Button ExclamationPointBtn; ///// ///// 封印动画 ///// //public SkinnedMeshRenderer SkinnedMeshRenderer; bool isclick; /// /// 上梯子后坐标 /// 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 /// bool isOpenLock; void Start() { } 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 /// /// private void OnTriggerExit(Collider other) { if (other.name == "Man_stand") { ExclamationPointBtn.gameObject.SetActive(false); } //if (other.name == "LadderPos") //{ // UpladderBtn.gameObject.SetActive(false); //} } }