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