设备拆分功能实现

最近做项目需要把一个设备进行拆分,写了一个拆分功能,感觉实现的效果不过,特此贴出来和大家分享。
功能大体的思路是以设备中心为原点,原点左边的零件向左移动,原点右边的零件向右移动,原点上边的零件向上移动,原点下边的零件向下移动。

具体实现方法:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;

public class XianWeiJingHandler : MonoBehaviour
{
    public Vector3 originPos = Vector3.zero;

    public int index = 0;

    public bool isEnable = true;

    public enum MoveAxis
    {
        None,
        XAxisForward,
        XAxisBack,
        YAxisUp,
        YAxisDown,
        ZAxisForward,
        ZAxisBack
    }

    public MoveAxis moveAxis = 0;

    private float moveDistance = 0.15f;

    //private Highlighter highlighter = null;

    private bool isCanInteractive = false;

    public string name = null;
    public string intro = null;
    public string work = null;

    /// <summary>
    /// 防止enable在start之前执行
    /// </summary>
    private bool isCanReset = false;

    // Start is called before the first frame update
    void Start()
    {

        originPos = transform.position;

        isCanReset = true;

        //highlighter = transform.GetComponent<Highlighter>();

    }

    private void OnEnable()
    {
        if (isCanReset)
        {
          //有多个设备的时候,拆分一个设备后隐藏,防止这个设备在出现的时候还是拆分状态
            ResetSelfPosMethod();
           
        }

    }

    // Update is called once per frame
    void Update()
    {
       
    }

    /// <summary>
    /// 拆分零件
    /// </summary>
    public void ChangeSelfPosMethid()
    {
        switch (moveAxis)
        {
            case MoveAxis.None:
                break;
            case MoveAxis.XAxisForward:
                transform.DOMoveX(originPos.x + moveDistance, 1);
                break;
            case MoveAxis.XAxisBack:
                transform.DOMoveX(originPos.x - moveDistance, 1);
                break;
            case MoveAxis.YAxisUp:
                transform.DOMoveY(originPos.y + moveDistance, 1);
                break;
            case MoveAxis.YAxisDown:
                transform.DOMoveY(originPos.y - moveDistance, 1);
                break;
            case MoveAxis.ZAxisForward:
                transform.DOMoveZ(originPos.z + moveDistance, 1);
                break;
            case MoveAxis.ZAxisBack:
                transform.DOMoveZ(originPos.z - moveDistance, 1);
                break;
            default:
                break;
        }

        //if (highlighter != null)
        //{
        //    //highlighter.FlashingOn();

        //    isCanInteractive = true;
        //}
    }

    /// <summary>
    /// 组装零件
    /// </summary>
    public void ResetSelfPosMethod()
    {
        transform.DOMove(originPos, 1);

        //if (highlighter != null)
        //{
        //    highlighter.FlashingOff();

        //    isCanInteractive = false;

        //    FindObjectOfType<MSceneManager>().ShowMsgViewMethod(0);
        //}
    }

  
}
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