对于一个简单的函数来说,这是一个相当长的代码,但我似乎不知道如何才能缩短它。有什么建议吗?
这是我为一个初学者项目创建的一个简单脚本,我用rigidbody2d和boxcollider2d将脚本放在player对象中,是的,它可以切换按钮游戏对象,这在某种意义上是我想要的,但我希望它只使用一个按钮。如果你也能帮上忙,我将不胜感激。
//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);
}
}发布于 2018-12-24 11:24:24
你能做的不多,因为函数很简单。你可以让它变得更好,同时仍然减少一些代码行。如果你创建更多的客栈或铁匠,使用标签而不是名字将是未来的证明。通过使用碰撞器调用方法,您可以轻松地扩展功能。我通常会将这些检查添加到客栈和铁匠自己,他们将寻找球员。
//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)
}
} 发布于 2018-12-24 07:25:30
你不需要OnTriggerStay,你可以在OnTriggerEnter中做到这一点,去掉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");
}https://stackoverflow.com/questions/53906733
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