ShanxiKnowledgeBase/SXElectricityInformationAcq.../Assets/taoruiqi/Script/Field observation.cs

140 lines
3.4 KiB
C#

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Fieldobservation : MonoBehaviour
{
/// <summary>
/// 玩家相机
/// </summary>
public Transform Cameraobj;
/// <summary>
/// 警告按钮
/// </summary>
public Button ExclamationPointBtn;
///// <summary>
///// 封印动画
///// </summary>
//public SkinnedMeshRenderer SkinnedMeshRenderer;
bool isclick;
/// <summary>
/// 上梯子后坐标
/// </summary>
public Transform UptheladderPos;
///// <summary>
///// 梯子点位
///// </summary>
//public Transform LadderPos;
///// <summary>
///// 变电箱门锁
///// </summary>
//public Transform Doorlock;
///// <summary>
///// 变电箱左门
///// </summary>
//public Transform DoorOfCabinet;
/// <summary>
/// 打开封印
/// </summary>
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);
// }
// }
//}
}
///// <summary>
///// 打开封印动画
///// </summary>
///// <returns></returns>
//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);
//}
/// <summary>
/// 柜门先后动画
/// </summary>
/// <returns></returns>
//IEnumerator OpenDoor()
//{
// Doorlock069.DOLocalRotate(new Vector3(150, 0, 0), 1f);
// yield return new WaitForSeconds(2f);
// LeftDoor.DOLocalRotate(new Vector3(150, 0, 0), 2f);
//}
///// <summary>
///// 用户触发
///// </summary>
///// <param name="other"></param>
//private void OnTriggerEnter(Collider other)
//{
// if (other.name == "LadderPos")
// {
// UpladderBtn.gameObject.SetActive(true);
// }
//}
/// <summary>
/// 用户离开npc警告按钮消失
/// </summary>
/// <param name="other"></param>
private void OnTriggerExit(Collider other)
{
if (other.name == "Man_stand")
{
ExclamationPointBtn.gameObject.SetActive(false);
}
//if (other.name == "LadderPos")
//{
// UpladderBtn.gameObject.SetActive(false);
//}
}
}