Roman bb94ad63ff 1.我添加了fungus包,用来做对话
2.我已经完成了水缸和镜子的交互对话
3.已经找到了该包的输入代码和退出代码,可以自定义厉害的对话了
2021-07-05 22:45:35 +08:00

62 lines
1.9 KiB
C#

// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fungus
{
/// <summary>
/// The block will execute when the desired OnParticle message for the monobehaviour is received.
/// </summary>
[EventHandlerInfo("MonoBehaviour",
"Particle",
"The block will execute when the desired OnParticle message for the monobehaviour is received.")]
[AddComponentMenu("")]
public class Particle : TagFilteredEventHandler
{
[System.Flags]
public enum ParticleMessageFlags
{
OnParticleCollision = 1 << 0,
OnParticleTrigger = 1 << 1,
}
[Tooltip("Which of the Rendering messages to trigger on.")]
[SerializeField]
[EnumFlag]
protected ParticleMessageFlags FireOn = ParticleMessageFlags.OnParticleCollision;
[Tooltip("Optional variable to store the gameobject that particle collided with.")]
[VariableProperty(typeof(GameObjectVariable))]
[SerializeField] protected GameObjectVariable GOcolliderVar;
private void OnParticleCollision(GameObject other)
{
if ((FireOn & ParticleMessageFlags.OnParticleCollision) != 0)
{
if (DoesPassFilter(other.tag))
{
if (GOcolliderVar != null)
{
GOcolliderVar.Value = other;
}
ExecuteBlock();
}
}
}
private void OnParticleTrigger()
{
if ((FireOn & ParticleMessageFlags.OnParticleTrigger) != 0)
{
ExecuteBlock();
}
}
}
}