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1.9 KiB
C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
using UnityEngine.SceneManagement;
using UnityEngine.InputSystem;
/// <summary>
/// 直译转移,控制玩家在关卡间的切换
/// </summary>
public class Transfer : EntryTrigger
{
/// <summary>
/// 对应进度和场景名称
/// </summary>
[DictionaryDrawerSettings][ShowInInspector][ReadOnly]
public static Dictionary<MyPlayer.Progress, string> proToScene;
private MyPlayer player;
[Header("水平黑块")]
public Blcak blcakHori;
[Header("竖直黑块")]
public Blcak blcakVert;
public Blcak.Type transType;
void Start(){
proToScene = new Dictionary<MyPlayer.Progress, string>();
//将场景连成线
proToScene.Add(MyPlayer.Progress.,"Fo");
proToScene.Add(MyPlayer.Progress.Fo,"DiZangStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"Yi");
proToScene.Add(MyPlayer.Progress.Yi,"TeLuoYiStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"Ji");
proToScene.Add(MyPlayer.Progress.Ji,"YiSaStageTest");
proToScene.Add(MyPlayer.Progress.,"cun");
proToScene.Add(MyPlayer.Progress.,"cun");
//找到必要的游戏物体和组件
player = FindObjectOfType<MyPlayer>();
}
public override void OnCall(){
//关闭操作地图
player.GetComponent<PlayerInput>().SwitchCurrentActionMap("NullMap");
//令玩家一直向右移动
player.inputDir = 1;
//呼出黑块
if(transType == Blcak.Type.) blcakHori.OnCall(transType);
if(transType == Blcak.Type.) blcakVert.OnCall(transType);
//
//SceneManager.LoadScene(proToScene[MyPlayer.progress]);
}
}