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100 lines
2.4 KiB
100 lines
2.4 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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namespace DisComputer
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{
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public class CpuAnimation : SpareAnimationBase
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{
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[Header("Cpu")]
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public GameObject mainGo;
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public Vector3 mainShowPos;
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public Vector3 mainInitPos;
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[Header("卡扣")]
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public GameObject buckleGo;
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public Vector3 openEuler;
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public Vector3 closeEuler;
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// Start is called before the first frame update
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void Start()
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{
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}
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public override bool IsCompareTag(object data)
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{
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if (GameConfig.state == GameState.Unload)
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{
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ToolType toolType = ToolType.Hand;
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ToolItem item = (ToolItem)data;
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if (item.toolType == toolType)
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{
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return true;
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}
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CoolPointTip("请使用合适的工具");
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return false;
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}
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else
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{
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Grid grid = (Grid)data;
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if(grid.type == _type)
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{
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return true;
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}
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CoolPointTip("请选择正确的零件");
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return false;
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}
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}
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public override void OnLoadAct()
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{
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base.OnLoadAct();
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buckleGo.SetActive(true);
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mainGo.SetActive(true);
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mainGo.transform.DOLocalMove(mainInitPos, 0.5f).SetEase(Ease.Linear).OnComplete(() => {
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buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetDelay(0.3f).SetEase(Ease.OutQuart).OnComplete(() =>
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{
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OnLoadFinishHandle?.Invoke();
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});
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});
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}
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public override void OnUnLoadAct()
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{
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base.OnUnLoadAct();
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buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear).OnComplete(() =>
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{
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mainGo.transform.DOLocalMove(mainShowPos, 0.5f).SetDelay(0.3f).SetEase(Ease.OutQuart).OnComplete(() => {
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CommonTool.WaitTimeAfterDo(this,.350f,()=>
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{
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OnUnLoadFinishHandle?.Invoke();
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mainGo.SetActive(false);
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});
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});
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});
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}
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}
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}
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