E_ElecCompetition/Electrical_inspectionCompet.../Assets/Script/Interactive/ClampAmmetersInteractive.cs

57 lines
1.9 KiB
C#

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<float> floats;
public string Fuan;
public string unit;
private void Start()
{
transform.AddComponent<MeshCollider>();
}
[ContextMenu("运行")]
void init()
{
g1 = transform.GetChild(0).GetComponent<Transform>().gameObject;
//Destroy(g1.GetComponent<MeshFilter>());
//Destroy(g1.GetComponent<MeshRenderer>());
//Destroy(g1.GetComponent<BoxCollider>());
}
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.DianFuIm.gameObject.SetActive(true);
GameManager.ins.temp.transform.parent = g1.transform;
GameManager.ins.temp.transform.DOLocalRotate(new Vector3(47.52f,0,53.88f), 0.25f);
GameManager.ins.temp.transform.DOScale(new Vector3(50,50,50), 0.25f);
GameManager.ins.temp.transform.DOLocalMove(new Vector3(1.42f,-6.02f,8.35f), 0.25f);
GameManager.ins.DianFuTex.text = Fuan +" "+ unit;
for (int i = 0; i < floats.Count; i++)
{
if (floats[(int)(GameManager.ins.QianStopValve.Sum / 10)]> linearMeasure)
{
GetComponent<Fraction>().CompletedorNot = true;
}
}
}
}
private void Update()
{
if (Input.GetKeyDown("t"))
{
Debug.Log(GameManager.ins.DianFuTex.text + "==== GameManager.ins.DianFuTex.text");
}
}
}