团结ui和collider2d
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这是一个很简单的函数的长代码,但我似乎不知道如何缩短它。任何建议?
这是我为初学者项目创建的一个简单脚本,我将脚本放在了玩家对象内,同时包含了rigidbody2d和boxcollider2d,是的,它可以正常工作,它切换了按钮游戏对象,这是我在某种意义上的目的但是我希望它只使用一个按钮。如果你能帮助我,我会很感激。
//different button objects
public GameObject smithbutton;
public GameObject innbutton;
private void OnTriggerEnter2D(Collider2D col)
{
//debugs which collider player is in
if (col.gameObject.name == "Blacksmith")
{
Debug.Log("This is the Blacksmith");
}
if (col.gameObject.name == "Inn")
{
Debug.Log("This is the Inn");
}
}
private void OnTriggerStay2D(Collider2D col)
{
//once playerobject stays, button will toggle till player leaves
if (col.gameObject.name == "Blacksmith")
{
Debug.Log("still on the Blacksmith's door");
smithbutton.SetActive(true);
}
if (col.gameObject.name == "Inn")
{
Debug.Log("still on the Inn's door");
innbutton.SetActive(true);
}
}
private void OnTriggerExit2D(Collider2D col)
{
//once playerobject exits, button will toggle and disappear
if (col.gameObject.name == "Blacksmith")
{
smithbutton.SetActive(false);
}
if (col.gameObject.name == "Inn")
{
innbutton.SetActive(false);
}
}
答案
你不需要OnTriggerStay,你可以在OnTriggerEnter中做到这一点并摆脱Stay函数。
public Button mybtn;
bool isBlacksmith; // keep track of where you are (you can later make it an enum if there are more than 2 places and check that)
void Start()
{
//when the button is clicked buttonFunction will be called
mybtn.onClick.AddListener(buttonFunction);
}
private void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.name == "Blacksmith")
{
Debug.Log("Entered Blacksmith's door");
mybtn.gameObject.SetActive(true);
isBlacksmith = true;
}
if (col.gameObject.name == "Inn")
{
Debug.Log("Entered Inn's door");
mybtn.gameObject.SetActive(true);
isBlacksmith = false;
}
}
private void OnTriggerExit2D(Collider2D col)
{
//once playerobject exits, button will toggle and disappear
if (col.gameObject.name == "Blacksmith" || col.gameObject.name == "Inn")
{
smithbutton.SetActive(false);
}
}
public void buttonFunction()
{
if (isBlacksmith)
Debug.Log("In Blacksmith");
else
Debug.Log("In Inn");
}
另一答案
你无能为力,因为功能非常简单。你可以做得更好,但仍然减少一些线。如果您创建更多的旅馆或更多的铁匠,使用标签而不是名称将是未来的证明。使用对撞机调用方法可以让您轻松扩展功能。我通常会自己将这些支票添加到Inn和Blacksmiths,他们会寻找玩家。
//different button objects
[SerializeField] private GameObject smithbutton;
[SerializeField] private GameObject innbutton;
private void OnTriggerEnter2D(Collider2D col)
{
//debugs which collider player is in
if (col.gameObject.tag == "Blacksmith")
{
ButtonActivationToggle(smithbutton, col);
}
if (col.gameObject.tag == "Inn")
{
ButtonActivationToggle(innbutton, col);
}
}
private void OnTriggerExit2D(Collider2D col)
{
//once playerobject exits, button will toggle and disappear
if (col.gameObject.tag == "Blacksmith")
{
ButtonActivationToggle(smithbutton, col);
}
if (col.gameObject.tag == "Inn")
{
ButtonActivationToggle(innbutton, col);
}
}
public void ButtonActivationToggle(GameObject button, Collider2D collider)
{
bool tmp = false;
tmp = button.activeInHierarchy ? false : true;
button.SetActive(tmp);
if (button.activeInHierarchy)
{
Debug.Log("This is the " + gameObject.collider.tag)
}
}
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