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