public override void ShowAnimation(IModelShow model) { switch (model.State) { case ModelState.None: model.State = ModelState.State1; break; case ModelState.State1: info1.SetActive(true); info2.SetActive(false); //model.State = ModelState.State2; model.State = ModelState.None; HasNextState = false; break; case ModelState.State2: info1.SetActive(false); info2.SetActive(true); model.State = ModelState.None; HasNextState = false; break; case ModelState.Stop: break; default: break; } }
void ShowHandle() { if (ModelShow != null & ModelShow.gameObject.activeSelf) { if (tempPos != ModelShow.transform.position) { tempPos = ModelShow.transform.position; Debug.Log(ModelShow.gameObject.name + " " + ModelShow.transform.position); } if (Input.GetKeyUp(KeyCode.JoystickButton0) || Input.GetKeyUp(KeyCode.Return) || Input.GetKeyUp(KeyCode.KeypadEnter) || (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || Input.GetMouseButtonDown(0)) { play = !ModelShow.HasNextState; if (play) { index++; if (index >= modelPanel.modelArray.Count) { index = 0; //Application.Quit(); } ModelShow.NextModelShow(modelPanel.modelArray[index], EYE); ModelShow = modelPanel.modelArray[index]; } else { ModelShow.ShowAnimation(ModelShow); } } } }
public override void NextModelShow(IModelShow model, Transform trs) { info1.SetActive(false); info2.SetActive(false); base.NextModelShow(model, trs); HasNextState = true; }
public override void ShowAnimation(IModelShow model) { switch (model.State) { case ModelState.None: model.State = ModelState.State1; Satellite.Play = true; break; case ModelState.State1: model.State = ModelState.None; Satellite.Play = false; break; case ModelState.State2: break; case ModelState.Stop: break; default: break; } if (ShowAnimationHandler != null) { ShowAnimationHandler(); } }
public override void ShowAnimation(IModelShow model) { switch (model.State) { case ModelState.None: model.State = ModelState.State2; HasNextState = false; break; case ModelState.State1: model.State = ModelState.State2; break; case ModelState.State2: model.State = ModelState.State1; break; case ModelState.Stop: break; default: break; } }
public override void ShowAnimation(IModelShow model) { switch (model.State) { case ModelState.None: EngineAnimaotr.SetBool("Play", true); model.State = ModelState.State1; HasNextState = false; break; case ModelState.State1: EngineAnimaotr.SetBool("Play", false); model.State = ModelState.None; break; case ModelState.State2: break; case ModelState.Stop: break; default: break; } }
public virtual void NextModelShow(IModelShow model, Transform trs) { RenderShow(false); model.Show(trs); StartCoroutine(ModelScalChange(Vector3.one, model)); }
public override void NextModelShow(IModelShow model, Transform trs) { HasNextState = true; Nervous_System.localPosition = Vector3.zero; CardioVascular.localPosition = Vector3.zero; base.NextModelShow(model, trs); State = ModelState.None; }
IEnumerator ModelScalChange(Vector3 scal, IModelShow model) { model.transform.localScale = Vector3.zero; float dis = Vector3.Distance(model.transform.localScale, scal); while (dis > 0.02f) { model.transform.localScale += new Vector3(scal.x - model.transform.localScale.x, scal.y - model.transform.localScale.y, scal.z - model.transform.localScale.z) * 0.1f; //model.transform.localScale = Vector3.Lerp(model.transform.localScale,scal,Time.fixedDeltaTime*1.5f); dis = Vector3.Distance(model.transform.localScale, scal); yield return(new WaitForFixedUpdate()); } }
void Init() { if (modelPanel.modelArray[index] != null) { ModelShow = modelPanel.modelArray[index]; if (!ModelShow.gameObject.activeSelf) { ModelShow.gameObject.SetActive(true); } ModelShow.NextModelShow(ModelShow, EYE); } else { Debug.LogError("ModelShow Is Null"); } }
public override void NextModelShow(IModelShow model, Transform trs) { base.NextModelShow(model, trs); }
public override void NextModelShow(IModelShow model, Transform tra) { HasNextState = true; EngineAnimaotr.SetBool("Play", false); base.NextModelShow(model, tra); }
public override void NextModelShow(IModelShow model, Transform trs) { Satellite.Play = false; base.NextModelShow(model, trs); }
public abstract void ShowAnimation(IModelShow model);