
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
53 lines
1.2 KiB
C#
53 lines
1.2 KiB
C#
using System;
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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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/// <summary>
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/// 可交互物件基类
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/// </summary>
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public class Interactable : Event
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{
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protected Player player;
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protected virtual void Start()
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{
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//检查触发器
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if (GetComponent<Collider2D>() == null)
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{
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Debug.LogError(this.GetType() + ": 没有碰撞盒");
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}
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else if(GetComponent<Collider2D>().isTrigger == false)
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{
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Debug.LogError(this.GetType() + ": 碰撞盒没有设置为触发器");
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}
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}
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void OnTriggerEnter2D(Collider2D other)
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{
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if (other.TryGetComponent<PlayerInteract>(out PlayerInteract playerInteract))
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{
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playerInteract.SetCatched(this);
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}
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if (other.TryGetComponent<Player>(out Player player))
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{
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this.player = player;
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}
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}
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void OnTriggerExit2D(Collider2D other)
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{
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if (other.TryGetComponent<PlayerInteract>(out PlayerInteract playerInteract))
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{
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playerInteract.CancleCatched(this);
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}
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}
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internal void OnTriggerEnter2D()
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{
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throw new NotImplementedException();
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}
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}
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