2021-07-01 23:35:25 +08:00
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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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using UnityEngine.UI;
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public class Interactive : MonoBehaviour
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{
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// Start is called before the first frame update
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2021-07-04 01:00:01 +08:00
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//这是所有可交互物体的基类
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public GameObject m_interface;//可交互物体一般都和一个UI界面挂钩,这就是那个UI界面
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2021-07-01 23:35:25 +08:00
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2021-07-04 01:00:01 +08:00
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//这是一对碰撞检测代码。当玩家进入,将自身传给玩家。当玩家退出,把玩家的catch清空
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2021-07-01 23:35:25 +08:00
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void OnTriggerEnter2D(Collider2D other)
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{
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if(other.tag == "Player")
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{
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other.GetComponent<M_Player>().catched = this;
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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.tag == "Player")
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{
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2021-08-15 01:32:33 +08:00
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//如果目前退出当前交互区域的时候,玩家的捕捉物体是自己,才把玩家的捕捉清空。否则说明玩家在推出前就捕捉到了新的
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//对象。这样是用来解决排布密集的可交互物体的问题
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if(other.GetComponent<M_Player>().catched == this) other.GetComponent<M_Player>().catched = null;
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2021-07-01 23:35:25 +08:00
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}
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}
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2021-07-04 01:00:01 +08:00
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//
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2021-07-01 23:35:25 +08:00
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2021-07-04 01:00:01 +08:00
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//当这个可交互物体被玩家交互。一般需要重写这个函数。
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public virtual void OnCall(){}
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//
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2021-07-01 23:35:25 +08:00
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2021-07-04 01:00:01 +08:00
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//以下为针对各具体可交互对象的虚拟函数,在具体物体中重写
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2021-07-01 23:35:25 +08:00
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public virtual void Coding(string temp){}
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2021-07-04 01:00:01 +08:00
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public virtual void StopRepareTheTelephoneLine(){}
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//
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2021-07-01 23:35:25 +08:00
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}
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