这是一个简单函数的相当长的代码,但是我似乎不知道如何缩短它。有什么建议吗?
这是一个简单的脚本,我为一个初学者项目创建了一个脚本,然后将其放置在玩家对象中,同时包含了body2d和boxcollider2d,是的,它起作用了,并且所有这些都切换了按钮游戏对象,这正是我想要的在某种意义上,但我希望它仅使用一个按钮。如果您能对此有所帮助,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);
}
}
答案 0 :(得分:0)
您不需要OnTriggerStay,可以在OnTriggerEnter中执行此操作并摆脱Stay函数。
-20(%rbp)
答案 1 :(得分:0)
由于该功能非常简单,因此您无能为力。您可以做得更好,但仍然可以减少一些限制。如果您创建更多旅馆或更多铁匠,则使用标签代替名称将是未来的证明。使用对撞机调用方法可以使您轻松扩展功能。我通常会将每张支票本人添加到客栈和铁匠铺,他们会寻找球员。
//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)
}
}