using DefaultNamespace.ProcessMode; using MotionFramework; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; /// /// 盒装封印 /// public class Seal : MonoBehaviour { /// /// 盒装封印 /// public GameObject SealObj; /// /// 新集中器上封印 /// public GameObject[] Sealcol; /// /// 集线器封印上box碰撞体 /// public BoxCollider[] sealbcl; public Image EndOfProcessImage; /// /// /// // public BoxCollider SparentoverCol; /// /// 柜门卡栓 /// public GameObject CabinetDoorLatch; // Start is called before the first frame update void Start() { sealbcl[0].GetComponent().enabled = true; sealbcl[1].GetComponent().enabled = true; MotionEngine.GetModule().OnCompleteEvent += CompleteEvent; } // 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 == "集中器_封印_L碰撞") { Sealcol[0].gameObject.SetActive(true); Debug.Log(hit.collider.gameObject.name); } if (hit.collider.gameObject.name == "集中器_封印R碰撞 ") { Sealcol[1].gameObject.SetActive(true); CabinetDoorLatch.GetComponent().enabled = true; Debug.Log(hit.collider.gameObject.name); } } } } private void CompleteEvent() { EndOfProcessImage.gameObject.SetActive(true); Debug.Log("流程结束"); } }