using System.Collections; using System.Collections.Generic; using Unity.VisualScripting; using UnityEngine; using DG.Tweening; public class ClampAmmetersInteractive : MonoBehaviour { public bool isInteractive; public GameObject g1; public string name; public float linearMeasure;//默认的大小 public List floats; private void Start() { transform.AddComponent(); } [ContextMenu("运行")] void init() { g1 = transform.GetChild(0).GetComponent().gameObject; //Destroy(g1.GetComponent()); //Destroy(g1.GetComponent()); //Destroy(g1.GetComponent()); } private void OnMouseDown() { //Debug.Log("ok"); if (GameManager.ins.temp.transform != null && GameManager.ins.temp.transform.name.Equals("钳形电流表(Clone)") || GameManager.ins.temp.transform.name.Equals("钳形电流表_大(Clone)")) { GameManager.ins.temp.transform.parent = g1.transform; GameManager.ins.temp.transform.DOLocalRotate(new Vector3(44.98f, 0, 0), 0.25f); GameManager.ins.temp.transform.DOScale(new Vector3(20, 20, 20), 0.25f); GameManager.ins.temp.transform.DOLocalMove(new Vector3(1.04f, -3.91f, 3.82f), 0.25f); for (int i = 0; i < floats.Count; i++) { if (floats[(int)(GameManager.ins.QianStopValve.linearMeasure / 10)]> linearMeasure) { GetComponent().CompletedorNot = true; } } } } }