Files
aibis-dream/Assets/Scripts/FixSystem/Tools/Module.cs
T
2024-11-06 22:43:36 +08:00

123 lines
3.5 KiB
C#

using UnityEngine;
using UnityEngine.EventSystems;
using DG.Tweening;
using System.Drawing; // 需要引入 DOTween 命名空间
using UnityEngine.UI;
public class Module : MonoBehaviour, IPointerClickHandler
{
public RectTransform faceCanvas; // 需要移动和缩放的面板
public Vector3 repairCanvasPosition; // 维修模式下的面板位置
public Vector3 originalCanvasPosition; // 原始面板位置
public float repairCanvasScale = 1.5f; // 维修模式下的面板缩放比例
public float animationDuration = 0.5f; // 动画持续时间
public GameObject screwsContainer; // 螺丝的父对象
public RectTransform targetArea; // 拖拽的目标区域,用于判定维修完成
private bool isRepairMode = false;
private bool canDrag = false;
private Vector3 initialPosition;
public Graphic socketToEnable;
private void Start()
{
initialPosition = transform.position;
originalCanvasPosition = faceCanvas.position;
socketToEnable.raycastTarget=false;
EnableScrewsInteraction(false);
}
public void StartRepairIfToolIsScrewdriver(Tool tool)
{
EnterRepairMode();
}
public void EnterRepairMode()
{
isRepairMode = true;
// 使用 DOTween 对 Canvas 的位置和缩放进行平滑过渡
faceCanvas.DOMove(repairCanvasPosition, animationDuration)
.SetEase(Ease.OutQuad) // 移动面板
.OnComplete(() => EnableScrewsInteraction(true)); // 动画完成后才启用交互
faceCanvas.DOScale(repairCanvasScale, animationDuration)
.SetEase(Ease.OutQuad); // 缩放面板
}
public void ExitRepairMode()
{
isRepairMode = false;
// 使用 DOTween 对 Canvas 的位置和缩放进行平滑过渡
faceCanvas.DOMove(originalCanvasPosition, animationDuration)
.SetEase(Ease.InQuad)
.OnComplete(() => EnableScrewsInteraction(false)); // 动画完成后禁用交互
faceCanvas.DOScale(1f, animationDuration)
.SetEase(Ease.InQuad); // 恢复面板缩放
ResetModulePosition();
ToolManager.Instance.ShowToolBoxAfterTask();
socketToEnable.raycastTarget=true;
}
private void EnableScrewsInteraction(bool isEnabled)
{
foreach (Transform screw in screwsContainer.transform)
{
screw.GetComponent<Screw>().enabled = isEnabled;
}
}
private void ResetModulePosition()
{
transform.position = initialPosition;
canDrag = false; // 禁用拖拽,防止未拆完螺丝时拖动
}
public void EnableDragging()
{
canDrag = true;
}
public void CheckAllScrews()
{
bool allDropped = true;
foreach (Transform screw in screwsContainer.transform)
{
if (screw.gameObject.activeSelf)
{
allDropped = false;
break;
}
}
if (allDropped)
{
Destroy(gameObject);
CompleteRepair();
}
}
public void OnPointerClick(PointerEventData eventData)
{
// 只有在玩家已获得工具且当前工具是螺丝刀时,才尝试进入维修模式
if (ToolManager.Instance.HasTool)
{
ToolManager.Instance.TryStartRepairMode(this);
}
else
{
Debug.Log("No tool");
}
}
private void CompleteRepair()
{
Debug.Log("维修完成!");
ExitRepairMode();
}
}