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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class AllDoor : MonoBehaviour
{
public GameObject zf;
public GameObject ly;
public GameObject zfPage2;
public GameObject lyPage2;
public GameObject Door1;
public GameObject Door2;
public GameObject scheduled;
bool IsPlay = false;//是否正在播放音乐
//厕所自动门
public void openWCDoor() {
Door1.gameObject.GetComponent<Animator>().SetTrigger("openDoor");
}
public void closeWCDoor()
{
Door1.gameObject.GetComponent<Animator>().SetTrigger("closeDoor");
}
//卧室自动门
public void openWSDoor()
{
Door2.gameObject.GetComponent<Animator>().SetTrigger("openDoor");
}
public void closeWSDoor()
{
Door2.gameObject.GetComponent<Animator>().SetTrigger("closeDoor");
}
//音乐播放控制
public void swap() {
if (IsPlay)
{
IsPlay = false;
GetComponent<AudioSource>().Stop();
}
else
{
IsPlay = true;
print("播放音乐");
TaskCenter.GetInstance().FinishTask(6);
GetComponent<AudioSource>().Play();
}
}
//煮饭
public void ZF() {
zfPage2.SetActive(true);
}
public void LY()
{
lyPage2.SetActive(true);
//TaskCenter.GetInstance().FinishTask(5);
//scheduled.SetActive(true);
//scheduled.transform.GetChild(1).gameObject.SetActive(true);
//scheduled.transform.GetChild(2).gameObject.SetActive(true);
//Invoke("rs",60);
}
void rs() {
//ly.SetActive(true);
//scheduled.transform.GetChild(2).GetComponent<Text>().text="已完成";
}
}