钳形电流表
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272dc3f8f4
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=======
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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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public class AmmeterSon : MonoBehaviour
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{
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public string name;
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[SerializeField] AmmeterSon ammeterSon;
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bool Run = false;
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private void Start()
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{
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Run = true;
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}
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private void OnMouseDown()
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{
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if (Run)
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{
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gameObject.SetActive(false);
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@ -23,7 +23,8 @@ public class GameManager : MonoBehaviour
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[SerializeField] SceneData SceneData;//暂时数据
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[SerializeField] SceneData SceneData;//暂时数据
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[SerializeField] List<GameObject> Inverter;
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[SerializeField] List<GameObject> Inverter;
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[SerializeField] Transform trans;
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[SerializeField] Transform trans;
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[SerializeField] StopValve StopValve;
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[SerializeField] StopValve WanStopValve;
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[SerializeField] StopValve QianStopValve;
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public GameObject temp;
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public GameObject temp;
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[SerializeField] List<GameObject> interactive;
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[SerializeField] List<GameObject> interactive;
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public Interactive interactiveEnum = Interactive.none;
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public Interactive interactiveEnum = Interactive.none;
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@ -118,12 +119,17 @@ public class GameManager : MonoBehaviour
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switch (name)
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switch (name)
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{
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{
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case "万用表":
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case "万用表":
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StopValve.trans = temp.transform;
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WanStopValve.gameObject.SetActive(true);
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QianStopValve.gameObject.SetActive(false);
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WanStopValve.trans = temp.transform;
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break;
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break;
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case "钳形电流表":
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case "钳形电流表":
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interactiveEnum = Interactive.QianXing;
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interactiveEnum = Interactive.QianXing;
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temp.transform.localRotation = Quaternion.Euler(new Vector3(90, 180, 0));
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temp.transform.localRotation = Quaternion.Euler(new Vector3(90, 180, 0));
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temp.transform.localPosition = new Vector3(0.312f, 0.316f, 0.618f);
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temp.transform.localPosition = new Vector3(0.312f, 0.316f, 0.618f);
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QianStopValve.trans = temp.transform;
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WanStopValve.gameObject.SetActive(false);
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QianStopValve.gameObject.SetActive(true);
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break;
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break;
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case "验电笔":
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case "验电笔":
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interactiveEnum = Interactive.YanDian;
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interactiveEnum = Interactive.YanDian;
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@ -15,8 +15,9 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
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public Transform trans;
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public Transform trans;
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[SerializeField] int mix;
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[SerializeField] int mix;
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[SerializeField] int max;
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[SerializeField] int max;
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[SerializeField] float X;
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[SerializeField] float X;//X或者特定轴要固定的
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int sum = 90;
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[SerializeField] int sum = 90;//初始位置
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[SerializeField] int ZhuanSum;//要旋转一次的角度
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void OnEnable()
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void OnEnable()
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{
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{
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//UIManager.ins.ButtonToUI_but(true, confirm, popup);
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//UIManager.ins.ButtonToUI_but(true, confirm, popup);
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@ -44,11 +45,11 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
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{
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{
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if (currentPos.x - eventData.position.x > 0)
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if (currentPos.x - eventData.position.x > 0)
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{
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{
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sum += 10;
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sum += ZhuanSum;
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}
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}
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if (currentPos.x - eventData.position.x < 0)
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if (currentPos.x - eventData.position.x < 0)
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{
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{
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sum += -10;
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sum += -ZhuanSum;
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}
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}
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Debug.Log("旋转的方法");
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Debug.Log("旋转的方法");
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Deng(sum);
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Deng(sum);
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@ -59,8 +60,15 @@ public class StopValve : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDra
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{
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{
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float z = Mathf.Clamp(angle, mix, max);
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float z = Mathf.Clamp(angle, mix, max);
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stopValveImage.transform.eulerAngles = new Vector3(0, 0, z);
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stopValveImage.transform.eulerAngles = new Vector3(0, 0, z);
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if (transform.name.Equals("万用表"))
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{
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trans.DOLocalRotate(new Vector3(X, 0, ~(int)z), 0.01f);
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trans.DOLocalRotate(new Vector3(X, 0, ~(int)z), 0.01f);
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}
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else
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{
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trans.DOLocalRotate(new Vector3(X, ~(int)z, 0), 0.01f);
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}
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Debug.Log(Mathf.Clamp(~(int)z, mix, max));
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}
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}
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