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84 lines
2.7 KiB
84 lines
2.7 KiB
4 years ago
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using System.Collections;
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using System.Collections.Generic;
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using AX.InputSystem;
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using AX.MessageSystem;
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using UnityEngine;
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public class FiremanControlSprayHead : ControlSprayHead
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{
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private Animator anim;
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internal override void InitGameObject()
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{
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base.InitGameObject();
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part2 = transform;
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anim = GetComponent<Animator>();
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}
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internal override void H(IMessage message)
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{
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var gameObjID = (long)message.Sender;
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if (gameObjID == GameObjID)
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{
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if (RecordEvent.IsRecord())
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CreateRotationEvent(part2);
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var speed = ((WeightCmdArgs)message.Data).Weight;
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float x =part2.localEulerAngles.x;
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float y =part2.localEulerAngles.y;
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float z =part2.localEulerAngles.z;
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y -= speed;
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part2.localEulerAngles = new Vector3(x, y, z);
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}
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}
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internal override void K(IMessage message)
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{
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var gameObjID = (long)message.Sender;
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if (gameObjID == GameObjID)
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{
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if (RecordEvent.IsRecord())
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CreateRotationEvent(part2);
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var speed = ((WeightCmdArgs)message.Data).Weight;
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float x = transform.localEulerAngles.x;
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float y = transform.localEulerAngles.y;
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float z = transform.localEulerAngles.z;
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y += speed;
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transform.localEulerAngles = new Vector3(x, y, z);
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}
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}
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internal override void U(IMessage message)
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{
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var gameObjID = (long)message.Sender;
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if (gameObjID == GameObjID)
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{
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if (RecordEvent.IsRecord())
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CreateRotationEvent(part1);
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var speed = ((WeightCmdArgs)message.Data).Weight*2;
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float x = part1.localEulerAngles.x;
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float y = part1.localEulerAngles.y;
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x = CheckValue(x);
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x += speed;
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x = Mathf.Clamp(x, -20, 55);
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part1.localEulerAngles = new Vector3(x, y, 0);
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}
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}
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internal override void J(IMessage message)
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{
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var gameObjID = (long)message.Sender;
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if (gameObjID == GameObjID)
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{
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if (RecordEvent.IsRecord())
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CreateRotationEvent(part1);
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var speed = ((WeightCmdArgs)message.Data).Weight*2;
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float x = part1.localEulerAngles.x;
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float y = part1.localEulerAngles.y;
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x = CheckValue(x);
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x -= speed;
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x = Mathf.Clamp(x, -20, 55);
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part1.localEulerAngles = new Vector3(x, y, 0);
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}
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}
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internal override void SetAnimAndHose(bool value)
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{
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part1.gameObject.SetActive(value);
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anim.SetBool("isInSitu",value);
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}
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}
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