using System.Collections; using System.Collections.Generic; using UnityEngine; public class SyncTest:MonoBehaviour { public bool isME; public FunctionSync_Active active; public FunctionSync_Animator animator; public FunctionSync_Material material; public FunctionSync_Scale scale; public FunctionSync_PositionRoate PositionRoate; public FunctionSync_Parent parent; public FunctionSync_Parent transParent; int dir = 1; private void Start() { //InitDynamic(gameObject.name, isME); } bool isred; private void Update() { //if (isME) //{ // if (transform.position.y <= 3) // { // dir = 1; // } // else if (transform.position.y >= 30) // { // dir = -1; // } // transform.Translate(Vector3.up *3* dir * Time.deltaTime, Space.World); // transform.Rotate(Vector3.up *3* Time.deltaTime); //} if(Input.GetKeyDown( KeyCode.Z)) { //显隐 if (!active.gameObject.activeInHierarchy) { active.ShowObject(); } else { active.DisShowObject(); } } else if(Input.GetKeyDown(KeyCode.X)) { //材质 if (isred) { isred = false; material.SetMaterial("Material/green"); } else { isred = true; material.SetMaterial("Material/red"); } } else if (Input.GetKey(KeyCode.C)) { //缩放 if(scale.transform.localScale.x>10) { dir = -1; } else if(scale.transform.localScale.x <0.3f) { dir = 1; } scale.transform.localScale += Vector3.one * dir * Time.deltaTime; } else if (Input.GetKeyDown(KeyCode.V)) { //动画 animator.SetAnimatorState("SyncTest"); } else if(Input.GetKeyDown(KeyCode.B)) { //获取移动权限 PositionRoate.GetControl(); } else if (Input.GetKeyDown(KeyCode.N)) { //释放移动权限 PositionRoate.ReleaseControl(); } else if(Input.GetKeyDown(KeyCode.Space)) { //生成物体 Vector3 pos = new Vector3(Random.Range(-50f, 50f), Random.Range(-50f, 50f), Random.Range(-50f, 50f)); Vector3 roate= new Vector3(Random.Range(-50f, 50f), Random.Range(-50f, 50f), Random.Range(-50f, 50f)); Vector3 scale= new Vector3(Random.Range(1f, 5f), Random.Range(1f, 5f), Random.Range(1f, 5f)); FunctionSync_CreateObejct.Instance.CreateObejct("Prefabs/Test/Cube", pos, roate, scale); } else if(Input.GetKeyDown(KeyCode.P)) { transParent.SetParent(parent, new Vector3(10, 10, 10), new Vector3(30, 50, 90)); } } }