/// <summary> /// 设置元件状态:是正常或者损坏 /// </summary> public override void DoStateAction(LabObjectState state) { if (state == LabObjectState.Good) { m_isAmpereOutRang = false; } }
public virtual void DoStateAction(LabObjectState state) { //设置完好或损毁表现 if (ShowMaterial == null || ShowTextures.Length != Enum.GetNames(typeof(LabObjectState)).Length) { return; } U3DUtil.ChangeTexture(ShowMaterial, ShowTextures[(int)state]); }
/// <summary> /// 电流表表现 /// </summary> private void DoShowAction(LabObjectState state) { if (state == LabObjectState.Broken) { U3DUtil.SetActive(SmokePos, true); HuaiZhiZhen.SetActive(true); Pointer.gameObject.SetActive(false); } else { U3DUtil.SetActive(SmokePos, false); HuaiZhiZhen.SetActive(false); Pointer.gameObject.SetActive(true); } }