using System.Collections; using System.Collections.Generic; using UnityEngine; using DG.Tweening; namespace DisComputer { public class CpuAnimation : SpareAnimationBase { [Header("拆卸提示操作指引")] public GameObject unLoadTipGo; [Header("安装提示操作指引")] public GameObject loadTipGo; public Vector3 mainShowPos; public Vector3 mainInitPos; [Header("卡扣")] public GameObject buckleGo; public Vector3 openEuler; public Vector3 closeEuler; [Header("卡槽")] public GameObject slotGo; [Header("卡槽打开角度")] public Vector3 slotOpenEuler; [Header("卡槽关闭角度")] public Vector3 slotCloseEuler; public GameObject lock01Go; private CpuDetailAni curCpuAni; // Start is called before the first frame update void Start() { isHit01 = false; } private void Update() { if (isHit01) { if (Input.GetMouseButtonDown(0)) { if (hit.collider) { hit.collider.gameObject.SetActive(false); if(GameConfig.state == GameState.Unload) { buckleGo.transform.DOLocalRotate(openEuler, 0.35f).SetEase(Ease.Linear); }else { buckleGo.transform.DOLocalRotate(closeEuler, 0.35f).SetEase(Ease.Linear); } isHit01 = false; onclick--; } } } } public override void SetLoadState() { unLoadTipGo.SetActive(false); loadTipGo.SetActive(false); buckleGo.SetActive(true); mainGo.SetActive(true); curCpuAni = mainGo.GetComponent(); curCpuAni.SetUnLoadState(); buckleGo.transform.localEulerAngles = closeEuler; //卡槽设置关闭状态 slotGo.transform.localEulerAngles = slotCloseEuler; } public override void SetUnloadState() { unLoadTipGo.SetActive(false); loadTipGo.SetActive(false); buckleGo.SetActive(false); curCpuAni = mainGo.GetComponent(); curCpuAni.SetLoadState(); mainGo.SetActive(false); buckleGo.transform.localEulerAngles = openEuler; slotGo.transform.localEulerAngles = slotOpenEuler; } public override bool IsCompareTag(object data) { if (GameConfig.state == GameState.Unload) { ToolType toolType = ToolType.BoltDriver; ToolItem item = (ToolItem)data; if (item.toolType == toolType) { return true; } CoolPointTip("请使用合适的工具"); return false; } else { Grid grid = (Grid)data; if(grid.type == _type) { return true; } CoolPointTip("请选择正确的零件"); return false; } } public override void OnLoadAct() { base.OnLoadAct(); StartCoroutine(LoadFocuse()); } public override void OnUnLoadAct() { base.OnUnLoadAct(); StartCoroutine(UnloadFocuse()); } //扣锁检测层 public LayerMask checkLayer; private RaycastHit hit; private bool isHit01 = false; private int onclick = 1; protected override IEnumerator UnloadFocuse() { yield return StartCoroutine(ProgressFocuse()); lock01Go.SetActive(true); isHit01 = false; onclick = 1; yield return StartCoroutine(curCpuAni.UnloadFanProgress()); unLoadTipGo.SetActive(true); while (true) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 50, checkLayer.value)) { if (hit.collider.gameObject.name.Contains("lock01")) { isHit01 = true; //Debug.LogFormat(">>>>>>>>>>>> hit go {0}", hit.collider.gameObject.tag); } } if (onclick == 0) { break; } yield return new WaitForEndOfFrame(); } yield return new WaitForSeconds(0.25f); slotGo.transform.DOLocalRotate(slotOpenEuler,0.4f); yield return new WaitForSeconds(0.5f); unLoadTipGo.SetActive(false); yield return StartCoroutine(curCpuAni.UnloadCpuProgress()); OnUnLoadFinishHandle?.Invoke(); mainGo.SetActive(false); RewindCameraView(); } protected override IEnumerator LoadFocuse() { yield return StartCoroutine(ProgressFocuse()); lock01Go.SetActive(true); isHit01 = false; onclick = 1; buckleGo.SetActive(true); mainGo.SetActive(true); yield return StartCoroutine(curCpuAni.LoadCpuProgress()); loadTipGo.SetActive(true); while (true) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 50, checkLayer.value)) { if (hit.collider.gameObject.name.Contains("lock01")) { isHit01 = true; } } if (onclick == 0) { break; } yield return new WaitForEndOfFrame(); } loadTipGo.SetActive(false); yield return new WaitForSeconds(0.25f); slotGo.transform.DOLocalRotate(slotCloseEuler,0.45f); yield return new WaitForSeconds(0.5f); yield return StartCoroutine(curCpuAni.LoadFanProgress()); LzFramework.UI.TTUIPage.ShowPage(); OnLoadFinishHandle?.Invoke(); RewindCameraView(); } } }