예제 #1
0
    void OnDestroy()
    {
        MessagerCenter.UnRegister("InitConfig", InitConfig);
        MessagerCenter <bool> .UnRegister("SetDebug", SetDebug);

//		MessagerCenter<bool>.UnRegister("QCToolsOn", QCToolsOn);
    }
예제 #2
0
        public void OnDestroy()
        {
            MessagerCenter.UnRegister("RestoreWeldingBed", Reset);
            MessagerCenter <bool, Vector2> .UnRegister("UpdateHitInfo", UpdateHitInfo);

            Release();
        }
예제 #3
0
        public void Awake()
        {
            MessagerCenter.Register("RestoreWeldingBed", Reset);
            MessagerCenter <bool, Vector2> .Register("UpdateHitInfo", UpdateHitInfo);

            LoadConfig();
        }
예제 #4
0
 void Update()
 {
     RConsole.OnUpdate();
     if (Input.GetKeyDown(KeyCode.Space))
     {
         RConsole.OnInitConsole("");
     }
     if (Input.GetKeyDown(KeyCode.D))
     {
         Debug.Log(MessagerCenter.a());
     }
 }
예제 #5
0
    // Use this for initialization
    void Awake()
    {
        RConsole.OnInitConsole("");
        Application.targetFrameRate = 1000;
        MessagerCenter.Register("InitConfig", InitConfig);
        MessagerCenter <bool> .Register("SetDebug", SetDebug);

        // MessagerCenter<bool>.Register("QCToolsOn", QCToolsOn);
        // MessagerCenter<bool>.Register("TruckToolsOn", QCTruckToolsOn);
        MessagerCenter <string> .Register("ec", ec);

        MessagerCenter.Broadcast("InitConfig");
        //Debug.Log("初始化开始  in  " + this.name);
        //Debug.Log("初始化开始  in  " + this);
    }
예제 #6
0
        public override void Update()
        {
            // 碰撞检测
            ishit = Physics.Raycast(DCxWeldingGunControl.Instance.GunNozzlePosition,
                                    DCxWeldingGunControl.Instance.GunNozzleDirection,
                                    out _hitInfo, maxRayLength, 1 << 12);

            // 碰撞检测
            lengthishit = Physics.Raycast(DCxWeldingGunControl.Instance.GunNozzlePosition,
                                          DCxWeldingGunControl.Instance.GunNozzleDirection,
                                          out _lengthhitInfo, maxRayLength * 3, 1 << 12);

            if (isAuto)
            {
                if (ishit)
                {
                    //if (Input.GetKeyDown(KeyCode.Space))
                    //{
                    //    isPress = true;
                    //}
                    //else if (Input.GetKeyUp(KeyCode.Space))
                    //{
                    //        isPress = false;

                    //}
                }
                else
                {
                    isPress = false;
                }
            }
            else
            {
                //// 按键检测
                //isPress = Input.GetKey(KeyCode.Space);
            }

            if (IsWelding)
            {
                MessagerCenter <bool, Vector2> .Broadcast("UpdateHitInfo", true, hitInfo.textureCoord);

                //EFxEffectManager.Instance.StartAllEffect();
                //RSxReplaySystem.Instance.AddRecord("z", "z");
            }
            else
            {
                MessagerCenter <bool, Vector2> .Broadcast("UpdateHitInfo", false, Vector2.zero);

                //EFxEffectManager.Instance.StopAllEffect();
            }

            // 焊枪嘴颜色改变
            if (ishit)
            {
                float pv = Vector3.Distance(DCxWeldingGunControl.Instance.GunNozzlePosition, DCxWeldingControl.Instance.hitInfo.point);
                gunNozzleCube.GetComponent <Renderer>().material.color = Color.green;
                //gunNozzleCube.transform.localPosition = new Vector3(0, 0, pv - 0.04f);
            }
            else
            {
                gunNozzleCube.GetComponent <Renderer>().material.color = Color.red;
                //gunNozzleCube.transform.localPosition = new Vector3(0, 0, maxRayLength - 0.04f);
            }
        }