Roman 7db9125c45 Squashed commit of the following:
commit dbb026271fc709d07b36b271b11997919d15f3e0
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 20:26:46 2022 +0800

    1、初步完成武器栏 树木交互
    2、尝试用对象池实现手持武器切换(还未完成)
    3、在一些简单的继承问题上对京力的部分代码进行修改(集中在Interactable类中)

commit c5cbe5ba76fcf20db855016ebfa33bb9ef79f390
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 10:39:58 2022 +0800

    合并3.14分支

commit f3b7fd6631a3c3b87b17ac40b4542c2485103b46
Author: lspdC <961907320@qq.com>
Date:   Tue Mar 15 10:37:34 2022 +0800

    3.14进度(合并前)

# Conflicts:
#	UserSettings/EditorUserSettings.asset
2022-03-19 17:47:36 +08:00

68 lines
1.4 KiB
C#

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Shu : Interactable
{
int interactState = 0;
public float rotateDuration=0.5f;
SpriteRenderer m_spr;
public Sprite sprite_Mu;
bool interating = false;
public Item Stick1;
public Item Stick2;
override protected void Start()
{
base.Start();
m_spr = GetComponent<SpriteRenderer>();
}
// Update is called once per frame
void Update()
{
}
public override void OnCall()
{
switch (interactState) {
case 0:
ItemController.Instance.AddItem(Stick1);
ItemController.Instance.AddItem(Stick2);
ChangesDuringIntertacting();
break;
case 1:
transform.DORotate(new Vector3(0, 0, -90), rotateDuration);
ChangesDuringIntertacting();
break;
default:
break;
}
}
void ResetInteracting() {
interating = false;
CancleEvent();
}
void ChangesDuringIntertacting()
{
if (interating==false) {
player.ToMap("Null");
interactState++;
interating = true;
Invoke(nameof(ResetInteracting), rotateDuration);}
}
public override void CancleEvent()
{
player.ToMap("Normal");
}
}