CangJie/Assets/Scenes//InteractTest.unity

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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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2022-04-01 23:35:01 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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任务:编写序章场景逻辑 1.编写交互操作逻辑,我会用脚本给玩家物体添加一个子物体,子物体有一个触发器,当玩家按下交互键,通过回调看是否有Catch到的可交互物体,若有,我会触发可交互物体的OnCall,若没有,则不做反应。 2.编写可交互物体基类,可交互物体继承自Event,Start时检查碰撞盒状态。当检查到玩家进入触发器,把自己交给玩家的Catch。当检查到玩家离开触发器,看目前的Catch是否和自己一样,若一样则清除Catch,若不一样说明已经Catch了其他东西,不做反应。 3.编写绳结类,继承自可交互物体。当交互,给中介者发送信息,让中介者更改记录的当前记录的绳结是哪一个 (1.内含一个来自中介者的枚举类型的变量,记录自己属于哪一种绳结 (2.当OnCall,把自己的类型发给中介者 4.编写绳结中介者,负责玩家、皇帝和绳结的信息交流。 (1.有一个枚举类型,内含三种绳结种类 (2.有一个枚举类型的变量,记录当前记录的是哪一个绳结 (3.当绳结发来信息,更新记录的当前绳结 5.添加新的按键监听,并增加PlayerControl的虚函数 6.编写黄帝类 (1.继承自可交互物体 (2.内含一个来自中介者的枚举类型,记录皇帝对哪一种绳结提出要求 (3.当OnCall,检查中介者中记录的绳结和要求的是不是同一种,若是则触发后续流程,若不是,则触发摇头等动作,目前不做反应 (4.内含函数与后期外界对接,用来指定皇帝需要的绳结类型 *记得给Player类的Interact函数加上Base 我是每天上班提醒小助手,今天你上班了吗?😺
2022-03-13 21:40:55 +08:00
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