首先制作两个显示效果,一个是未被选中时的物件(Visual),一个是被选中时的物件(Focused)。
然后将这两个gameObject挂载到父节点上。创建C#代码CounterFocused添加为父节点的组件。
public class CounterFocused : MonoBehaviour
{
[SerializeField]
private GameObject NormalVisual;
[SerializeField]
private GameObject FocusedVisual;
private void Start()
{
Debug.Assert(NormalVisual!= null);
Debug.Assert(FocusedVisual!= null);
DeFocus();
}
public void Focus()
{
NormalVisual.SetActive(false);
FocusedVisual.SetActive(true);
}
public void DeFocus()
{
NormalVisual.SetActive(true);
FocusedVisual.SetActive(false);
}
}
然后将两个子节点拖入两个变量中。
在Player脚本中每帧检测角色对面是否有可以选中的物件。
private void Update()
{
HandleMovement();
TryFocusObj();
}
private void TryFocusObj()
{
if(IsFocusedObjSameAsOldOne(out CounterFocused counterFocused))
return;
ResetCounterFocused();
if(counterFocused!= null)
{
this._counterFocused = counterFocused;
this._counterFocused.Focus();
}
}
private bool IsFocusedObjSameAsOldOne(out CounterFocused counterFocusedOut)
{
if (!Physics.Raycast(transform.position, transform.forward, out RaycastHit raycastHit, 2f))
{
counterFocusedOut = null;
return false;
}
if (!raycastHit.transform.TryGetComponent(out CounterFocused counterFocused))
{
counterFocusedOut = null;
return false;
}
counterFocusedOut = counterFocused;
if (_counterFocused == null)
return false;
if (!_counterFocused.Equals(counterFocused))
return false;
return true;
}
private void ResetCounterFocused()
{
if(_counterFocused != null)
this._counterFocused.DeFocus();
this._counterFocused = null;
}
标签:false,void,private,物件,counterFocused,Unity,选中,return,null
From: https://www.cnblogs.com/dewxin/p/17274229.html