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在上一卷使用了 UnityEvent
,还用了序列化,在编辑器界面拖拽绑定事件对象,不太好维护,本卷换一种方式实现,先看 MouseManager.cs
中的更改
using System;
public event Action<Vector3> m_OnMouseClicked; // 鼠标点击事件
MouseManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class MouseManager : MonoBehaviour
{
[Header("鼠标控制移动参数")]
private RaycastHit m_HitInfo; // 射线击中信息
private static MouseManager m_Instance; // 单例对象
public event Action<Vector3> m_OnMouseClicked; // 鼠标点击事件
public Texture2D m_Point, m_Doorway, m_Attack, m_Target, m_Arrow; // 鼠标指针纹理
// --- private -------------------------------------
private MouseManager() { }
private void Awake()
{
m_Instance = this; // 初始化单例
}
private void Update()
{
SetCursorTexture(); // 切换鼠标贴图
MouseControl(); // 鼠标控制
}
// --- public --------------------------------------
public static MouseManager GetInstance()
{
if (m_Instance == null)
m_Instance = new MouseManager();
return m_Instance;
}
// --- private -------------------------------------
/// <summary>
/// @brief 切换鼠标贴图
/// </summary>
private void SetCursorTexture()
{
// 获取相机到鼠标点击点的射线
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out m_HitInfo))
{
// 更换鼠标纹理
switch (m_HitInfo.collider.gameObject.tag)
{
case "Ground":
Cursor.SetCursor(m_Target, new Vector2(16, 16), CursorMode.Auto);
break;
}
}
}
/// <summary>
/// @brief 鼠标控制
/// </summary>
private void MouseControl()
{
// 如果在边界内点击了左键
if (Input.GetMouseButtonDown(0) && m_HitInfo.collider != null)
{
if (m_HitInfo.collider.gameObject.CompareTag("Ground")) // 如果是地面
m_OnMouseClicked?.Invoke(m_HitInfo.point); // 如果对象不为空,则调用所有已注册的回调
}
}
}
PlayerController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class PlayerController : MonoBehaviour
{
private NavMeshAgent m_Agent; // 导航网格动力源
private void Awake()
{
m_Agent = GetComponent<NavMeshAgent>();
}
private void Start()
{
// 添加事件调用的方法
MouseManager.GetInstance().m_OnMouseClicked += MoveToTarget;
}
private void Update()
{
}
/// <summary>
/// @brief 移动到目标点
/// </summary>
/// <param name="target"></param>
public void MoveToTarget(Vector3 target)
{
m_Agent.destination = target;
}
}
本卷演示
The End.
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