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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace DisComputer
{
/*
* @func 通用简单零件动画
*
* */
public class SimpleAnimation : SpareAnimationBase
{
[Header("展示位置")]
public Vector3 showPos;
[Header("初始位置")]
public Vector3 initPos;
// Start is called before the first frame update
void Start()
{
}
public override void SetLoadState()
{
mainGo.SetActive(true);
mainGo.transform.localPosition = initPos;
}
public override void SetUnloadState()
{
mainGo.transform.localPosition = showPos;
mainGo.SetActive(false);
}
public override bool IsCompareTag(object data)
{
if (GameConfig.state == GameState.Unload)
{
ToolType toolType = ToolType.Hand;
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());
}
protected override IEnumerator UnloadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
mainGo.transform.DOLocalMove(showPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
CommonTool.WaitTimeAfterDo(this, .35f, () =>
{
OnUnLoadFinishHandle?.Invoke();
mainGo.SetActive(false);
RewindCameraView();
});
});
}
protected override IEnumerator LoadFocuse()
{
yield return StartCoroutine(ProgressFocuse());
mainGo.SetActive(true);
mainGo.transform.DOLocalMove(initPos, 0.5f).SetEase(Ease.Linear).OnComplete(() =>
{
OnLoadFinishHandle?.Invoke();
});
LzFramework.UI.TTUIPage.ShowPage<SparePartsView>();
OnLoadFinishHandle?.Invoke();
}
}
}