145 lines
4.4 KiB
C#
145 lines
4.4 KiB
C#
using DefaultNamespace.ProcessMode;
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using MotionFramework;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 盒装封印
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/// </summary>
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public class Seal : MonoBehaviour
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{
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[Header("盒装封印")]
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/// <summary>
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/// 盒装封印
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/// </summary>
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public GameObject SealObj;
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[Header("流程结束image")]
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/// <summary>
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/// 流程结束image
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/// </summary>
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public Image EndOfProcessImage;
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/// <summary>
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/// 透明盖子碰撞
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/// </summary>
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// public BoxCollider SparentoverCol;
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[Header("左边柜门")]
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/// <summary>
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/// 左边柜门
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/// </summary>
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public GameObject DoorLatch;
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[Header("柜门box碰撞")]
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/// <summary>
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/// 柜门box碰撞
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/// </summary>
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public BoxCollider guimenbox;
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[Header("柜门卡栓碰撞")]
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/// <summary>
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/// 柜门卡栓碰撞
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/// </summary>
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public BoxCollider guimenkashuan;
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[Header("柜门上的新封印")]
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/// <summary>
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/// 柜门上的新封印
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/// </summary>
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public GameObject NewFengy;
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[Header("透明盖子上的封印")]
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/// <summary>
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/// 透明盖子上的封印
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/// </summary>
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public GameObject[] parentoverSeal;
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[Header("新集中器上封印")]
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/// <summary>
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/// 新集中器上封印
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/// </summary>
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public GameObject[] Sealcol;
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[Header("集线器封印上box碰撞体")]
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/// <summary>
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/// 集线器封印上box碰撞体
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/// </summary>
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public BoxCollider[] sealbcl;
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[Header("判断封印盒子是否在手上")]
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/// <summary>
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/// 判断封印盒子是否在手上
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/// </summary>
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bool isbox = true;
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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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sealbcl[0].GetComponent<BoxCollider>().enabled = true;
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sealbcl[1].GetComponent<BoxCollider>().enabled = true;
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MotionEngine.GetModule<AnimationProcessManager>().OnCompleteEvent += CompleteEvent;
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetMouseButtonDown(0))
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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bool raycast = Physics.Raycast(ray, out hit);
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if (raycast)
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{
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if (hit.collider.gameObject.name == "集中器_封印_L碰撞")
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{
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Sealcol[0].gameObject.SetActive(true);
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Debug.Log(hit.collider.gameObject.name); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
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}
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if (hit.collider.gameObject.name == "集中器_封印R碰撞")
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{
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Debug.Log(hit.collider.gameObject.name);
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Sealcol[1].gameObject.SetActive(true);
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DoorLatch.GetComponent<BoxCollider>().enabled = true;
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//SparentoverCol.GetComponent<BoxCollider>().enabled = true;
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Debug.Log(hit.collider.gameObject.name); MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
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}
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if (hit.collider.gameObject.name == "透明盖子封印碰撞R")
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{
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if (isbox)
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{
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isbox = true;
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parentoverSeal[0].gameObject.SetActive(true);
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}
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MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
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}
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if (hit.collider.gameObject.name == "透明盖子封印碰撞L")
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{
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if (isbox)
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{
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isbox = true;
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parentoverSeal[1].gameObject.SetActive(true);
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guimenkashuan.enabled = true;
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//isbox = false;
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}
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MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
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}
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if (hit.collider.gameObject.name == "柜门卡栓")
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{
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NewFengy.gameObject.SetActive(true);
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//fengy.transform.localPosition = new Vector3(0.6371536f, 0.02661133f, -0.01525164f);
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MotionEngine.GetModule<AnimationProcessManager>().HandleClick(hit.collider.gameObject.name);
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}
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}
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}
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}
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private void CompleteEvent()
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{
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EndOfProcessImage.gameObject.SetActive(true);
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Debug.Log("流程结束");
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}
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}
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