using DefaultNamespace; using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Hoistmovement : MonoBehaviour { /// /// 提升机ID /// public string ID; /// /// 一层位置 /// public Transform Downpoint; /// /// 二层位置 /// public Transform UPpoint; /// /// 运动的速度 /// public float Speed = 3.5f; public void Hoister(Elvequipment elvequipment) { if (elvequipment.CurrentLayer == "1") { Debug.Log("一层"); Alayer(); } else if(elvequipment.CurrentLayer == "2") { Debug.Log("二层"); Layertwo(); } } /// /// 下降到一层 /// public void Alayer() { if (UPpoint.childCount > 0) { GameObject box = UPpoint.GetChild(0).gameObject; if (box != null) { box.transform.SetParent(transform); transform.DOMove(Downpoint.position, (Vector3.Distance(transform.position, Downpoint.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() => { box.transform.SetParent(Downpoint); }); } } else { Designateddisplacement(Downpoint.position,Speed); } } /// /// 上升二层 /// public void Layertwo() { if(Downpoint.childCount > 0) { GameObject box = Downpoint.GetChild(0).gameObject; if(box != null) { box.transform.SetParent(transform); transform.DOMove(UPpoint.position, (Vector3.Distance(transform.position, UPpoint.transform.position) / Speed)).SetEase(Ease.InOutQuad).OnComplete(() => { box.transform.SetParent(UPpoint); }); } } else { Designateddisplacement(UPpoint.position, Speed); } } /// /// 移动方法 /// public void Designateddisplacement(Vector3 dis, float speed) { Debug.Log("提升机移动"); float times = Vector3.Distance(transform.position, dis) / speed; transform.DOMove(dis, times).SetEase(Ease.InOutQuad); } }