2025-02-12 08:43:33 +08:00

72 lines
2.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ZXK.BYSS;
using ZXK.Framework;
using ZXK.UTility;
public class SceneController : MonoBehaviour
{
[Header("五个仿真系统:智能、搬运、材料、循环、气动")]
[SerializeField]
private GameObject[] _systemPlatforms;
[Header("厂房模型")] public GameObject Model1;
[Header("教室模型")] public GameObject Model2_CLFJ;
public GameObject Model2_XHBY;
public GameObject Model2_QDCY;
private void Awake()
{
var v = AppManagement.Instance._CurType;
//特殊的三个模式,
// 材料分解,循环搬运机械手,气动冲压场景用教室模型
//使用教室场景模型
if (v == EnumCtrl.Type.CLFJ)
{
Model1.gameObject.SetActive(false);
Model2_CLFJ.gameObject.SetActive(true);
Model2_XHBY.gameObject.SetActive(false);
Model2_QDCY.gameObject.SetActive(false);
for (int i = 0; i < _systemPlatforms.Length; i++)
{
_systemPlatforms[i].SetActive(false);
}
_systemPlatforms[2].SetActive(true);
}
else if (v == EnumCtrl.Type.XHBY)
{
Model1.gameObject.SetActive(false);
Model2_CLFJ.gameObject.SetActive(false);
Model2_XHBY.gameObject.SetActive(true);
Model2_QDCY.gameObject.SetActive(false);
for (int i = 0; i < _systemPlatforms.Length; i++)
{
_systemPlatforms[i].SetActive(false);
}
_systemPlatforms[3].SetActive(true);
}
else if (v == EnumCtrl.Type.QDCY)
{
Model1.gameObject.SetActive(false);
Model2_CLFJ.gameObject.SetActive(false);
Model2_XHBY.gameObject.SetActive(false);
Model2_QDCY.gameObject.SetActive(true);
for (int i = 0; i < _systemPlatforms.Length; i++)
{
_systemPlatforms[i].SetActive(false);
}
_systemPlatforms[4].SetActive(true);
}
else
{
Model1.gameObject.SetActive(true);
Model2_CLFJ.gameObject.SetActive(false);
Model2_XHBY.gameObject.SetActive(false);
Model2_QDCY.gameObject.SetActive(false);
}
}
}