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日志2025.1.30

2025/2/7 15:24:04 来源:https://blog.csdn.net/ababla/article/details/145401530  浏览:    关键词:日志2025.1.30

日志2025.1.30
1.简略地做了一下交互系统
public class Interactable : MonoBehaviour
{
    private MeshRenderer renderer;
    private Material defaultMaterial;
    public Material highlightMaterial;

    private void Awake()
    {
        renderer = GetComponentInChildren<MeshRenderer>();
        defaultMaterial = renderer.material;
    }

    public virtual void Interaction()
    {
        Debug.Log("www");
    }

    public void HightLightActive(bool active)
    {
        if (active)
        {
            renderer.material = highlightMaterial;
        }
        else
        {
            renderer.material = defaultMaterial;
        }
    }

    protected virtual void OnTriggerEnter(Collider other)
    {
        PlayerInteraction playerInteraction = other.GetComponent<PlayerInteraction>();

        if (playerInteraction == null) return;

        playerInteraction.interactables.Add(this);

        playerInteraction.ChangeClosestInteractable();
    }

    protected virtual void OnTriggerExit(Collider other)
    {
        PlayerInteraction playerInteraction = other.GetComponent<PlayerInteraction>();

        if (playerInteraction == null) return;

        playerInteraction.interactables.Remove(this);

        playerInteraction.ChangeClosestInteractable();
    }
}


public class PlayerInteraction : MonoBehaviour
{
    public List<Interactable> interactables;

    private Interactable closestInteractable;

    private Player player;

    private void Awake()
    {
        player = GetComponent<Player>();
        PlayerControls controls = player.controls;
        controls.Character.Interaction.performed += context => InteractWithClosest();
    }

    private void InteractWithClosest()
    {
        closestInteractable?.Interaction();
    }

    //找到最近的可互动物,并将其高光
    public void ChangeClosestInteractable()
    {
        closestInteractable?.HightLightActive(false);
        closestInteractable = null;

        float closestDistance = float.MaxValue;

        foreach (Interactable interactable in interactables)
        {
            float distance = Vector3.Distance(transform.position, interactable.transform.position);

            if (distance < closestDistance) { 
                closestDistance = distance;
                closestInteractable = interactable;
            }
        }

        closestInteractable?.HightLightActive(true);

    }

}


2.将该交互系统用于拾取武器
public class Pickup_Weapon : Interactable
{
    private PlayerWeaponController playerWeaponController;
    [SerializeField] private Weapon_Data weaponData;


    public override void Interaction()
    {
        base.Interaction();

        playerWeaponController.PickUpWeapon(weaponData);

    }

    protected override void OnTriggerEnter(Collider other)
    {
        base.OnTriggerEnter(other);

        if (playerWeaponController == null)
        {
            playerWeaponController = other.GetComponent<PlayerWeaponController>();
        }

    }

    protected override void OnTriggerExit(Collider other)
    {
        base.OnTriggerExit(other);

    }

}

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