101 lines
3.3 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEditor;
public class TelephoneLine : Interactive
{
//电话线类,控制每一处断裂的电话线
// Start is called before the first frame update
private float allNeedTime;
private float hasReparedTime = 0f;
private bool isReparing = false;
[SerializeField][ReadOnly]
private bool isRepared = false;
IndexRecoder indexRecoder;
private float process = 0f;
[Tooltip("特殊电话线用,拖入这个电话线修好后的事件")]
public Event endEvent;
void Start()
{
indexRecoder = FindObjectOfType<IndexRecoder>();
allNeedTime = indexRecoder.TelephoneNeedTime;
m_interface = GameObject.Find("Canvas").transform.Find("修电话线界面").gameObject;
}
// Update is called once per frame
void Update()
{
if(!isRepared&&isReparing)//如果没有修复并且正在修复
{
//在修复的话,每帧累计时间,并更新进度
hasReparedTime += Time.deltaTime;
process = hasReparedTime/allNeedTime;
//检查是否满了
if(process >= 1f)
{
isRepared = true;//标记自己已经被修好
FindObjectOfType<AllLinesInfo>().OKCount++;//找到总线信息,给好了的电话线+1
Debug.Log("满了,这个修好了");
OnStopReparing();//关下UI
GetComponent<SpriteRenderer>().enabled = true;//打开修好的的图片素材
if(endEvent != null) endEvent.OnCall();//如果有结束事件,那触发一下结束事件
}
//还要更新UI上的进度条
for(int i = 0; i < m_interface.transform.childCount; i++)
if(m_interface.transform.GetChild(i).tag == "进度条")
m_interface.transform.GetChild(i).GetComponent<Image>().fillAmount = process;
}
}
public override void OnCall()
{
//象征着按下交互键了,如果这个还没被修好,即刻开始修复电话线
if(!isRepared)
{
m_interface.SetActive(true);
StartRepareTheTelephoneLine();
}
}
private void StartRepareTheTelephoneLine()
{
isReparing = true;
}
public override void StopRepareTheTelephoneLine()
{
isReparing = false;
OnStopReparing();
}
//当此电话线修好了
private void OnStopReparing()
{
m_interface.SetActive(false);//关闭修电话线的UI
}
//制造一个只读的变量,不要动这些
public class ReadOnlyAttribute : PropertyAttribute{}
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUI.GetPropertyHeight(property, label, true);
}
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label, true);
GUI.enabled = true;
}
}
//
}