Files
aibis-dream/Assets/Scripts/FixSystem/Tools/Module.cs
T
2024-11-13 03:19:55 +08:00

166 lines
5.0 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;
using AibisDream;
public class Module : MonoBehaviour, IPointerClickHandler
{
public Transform 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 bool isallowedRepair = false; // 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
[HideInInspector]
public bool isRepairMode = false;
private bool canDrag = false;
private Vector3 initialPosition;
private Plug plug;
public Socket socketToEnable;
private void Start()
{
plug=FindObjectOfType<Plug>();
initialPosition = transform.position;
originalCanvasPosition = faceCanvas.position;
//socketToEnable.raycastTarget=false;
socketToEnable.IsAvailable=false;
foreach (Transform screw in screwsContainer.transform)
{
screw.GetComponent<Screw>().enabled = false;
}
}
// public void StartRepairIfToolIsScrewdriver(Tool tool)
// {
// EnterRepairMode();
// }
public void RemoveAllPlugsFromSockets()
{
Socket[] sockets = FindObjectsOfType<Socket>(); // 找到场景中的所有Socket组件
foreach (Socket socket in sockets)
{
socket.RemovePlug(plug); // 移除Plug
}
plug.ReturnToInit();
plug.enabled=false;
}
// public void EnterRepairMode()
// {
// DialogController.Instance.StartDialogNode("EnterRepairMode");
// isRepairMode = true;
// RemoveAllPlugsFromSockets();
// // 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;
// socketToEnable.IsAvailable=true;
// foreach (Transform screw in screwsContainer.transform)
// {
// if(screw!=null)
// {
// screw.GetComponent<Screw>().enabled = false;
// }
// }
// }
public void EnableScrewsInteraction(bool isEnabled)
{
foreach (Transform screw in screwsContainer.transform)
{
screw.GetComponent<Screw>().enabled = isEnabled;
}
plug.enabled=true;
}
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)
{
socketToEnable.IsAvailable=true;
foreach (Transform screw in screwsContainer.transform)
{
if(screw!=null)
{
screw.GetComponent<Screw>().enabled = false;
}
}
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()
{
DialogController.Instance.StartDialogNode("FinishedReapir");
Debug.Log("维修完成!");
//ExitRepairMode();
}
}