上海苏宁宝丽嘉酒店,2020.11.17 15:30改为单机版本,以后合成单机版本可以以此版本为模板
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using System.Collections;
using System.Collections.Generic;
using AX.InputSystem;
using AX.MessageSystem;
using UnityEngine;
public class FiremanControlSprayHead : ControlSprayHead
{
private Animator anim;
internal override void InitGameObject()
{
base.InitGameObject();
part2 = transform;
anim = GetComponent<Animator>();
}
internal override void H(IMessage message)
{
var gameObjID = (long)message.Sender;
if (gameObjID == GameObjID)
{
if (RecordEvent.IsRecord())
CreateRotationEvent(part2);
var speed = ((WeightCmdArgs)message.Data).Weight;
float x =part2.localEulerAngles.x;
float y =part2.localEulerAngles.y;
float z =part2.localEulerAngles.z;
y -= speed;
part2.localEulerAngles = new Vector3(x, y, z);
}
}
internal override void K(IMessage message)
{
var gameObjID = (long)message.Sender;
if (gameObjID == GameObjID)
{
if (RecordEvent.IsRecord())
CreateRotationEvent(part2);
var speed = ((WeightCmdArgs)message.Data).Weight;
float x = transform.localEulerAngles.x;
float y = transform.localEulerAngles.y;
float z = transform.localEulerAngles.z;
y += speed;
transform.localEulerAngles = new Vector3(x, y, z);
}
}
internal override void U(IMessage message)
{
var gameObjID = (long)message.Sender;
if (gameObjID == GameObjID)
{
if (RecordEvent.IsRecord())
CreateRotationEvent(part1);
var speed = ((WeightCmdArgs)message.Data).Weight*2;
float x = part1.localEulerAngles.x;
float y = part1.localEulerAngles.y;
x = CheckValue(x);
x += speed;
x = Mathf.Clamp(x, -20, 55);
part1.localEulerAngles = new Vector3(x, y, 0);
}
}
internal override void J(IMessage message)
{
var gameObjID = (long)message.Sender;
if (gameObjID == GameObjID)
{
if (RecordEvent.IsRecord())
CreateRotationEvent(part1);
var speed = ((WeightCmdArgs)message.Data).Weight*2;
float x = part1.localEulerAngles.x;
float y = part1.localEulerAngles.y;
x = CheckValue(x);
x -= speed;
x = Mathf.Clamp(x, -20, 55);
part1.localEulerAngles = new Vector3(x, y, 0);
}
}
internal override void SetAnimAndHose(bool value)
{
part1.gameObject.SetActive(value);
anim.SetBool("isInSitu",value);
}
}