using cfg; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace game { public class ToolSpanner : OperatingToolsBase { [Tooltip("动画")] [SerializeField] private Animation m_Animation = null; [Tooltip("循环动画")] [SerializeField] private string m_LoopAnimation = null; [Tooltip("循环动画声音节点")] [SerializeField] private GameObject m_LoopAnimationNode = null; #region 动画相关 protected override void PlayOperationAnimation() { base.PlayOperationAnimation(); if (m_Animation != null) { m_Animation.Play(m_LoopAnimation); m_IsAuthorizedAnimation = true; } if (m_LoopAnimationNode != null && m_LoopAnimationNode.activeSelf == false) { m_LoopAnimationNode.SetActive(true); } } protected override void StopPlayOperationAnimation() { base.StopPlayOperationAnimation(); StopAllAnimation(); } private void StopAllAnimation() { if (m_Animation != null) { m_Animation.Stop(); m_Animation.transform.localPosition = Vector3.zero; m_Animation.transform.localEulerAngles = Vector3.zero; } if (m_LoopAnimationNode != null && m_LoopAnimationNode.activeSelf == true) { m_LoopAnimationNode.SetActive(false); } } public override void StopExecuting() { base.StopExecuting(); StopAllAnimation(); } #endregion #region 生命周期 public override void InitTool() { base.InitTool(); m_Type = EventWashingTool.Spanner; m_PrepareCumulativeTime = 0f; StopAllAnimation(); } #endregion } }