using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TestPhoneTrigger : MonoBehaviour
{
public Transform player;
public Text text;
///
/// 所有触发器
///
public List list_box;
///
/// 对应触发器显示的效果
///
public List list_Effects;
///
/// 水晶点
///
public List list_points;
///
/// 显示路径的触发器
///
public List list_RouteBox;
public ShowRoute showRoute;
public Transform mapPlayer;
public TeshMap teshMap;
public TestP6Car testP6Car;
public GameObject other;
// public LineMap linMap;
void Start()
{
// text.text = "Test";
// linMap.CreateLineMap();
}
private void LateUpdate()
{
//if (API_SVR.GetHead() != null && transform.position != API_SVR.GetHead().transform.position)
//{
// transform.position = API_SVR.GetHead().transform.position;
// mapPlayer.position = transform.position;
// mapPlayer.eulerAngles = API_SVR.GetHead().transform.eulerAngles;
// //transform.eulerAngles = API_SVR.GetHead().transform.eulerAngles;
//}
if (player != null && transform.position != player.position)
{
transform.position = player.position;
mapPlayer.position = transform.position;
mapPlayer.eulerAngles = player.eulerAngles;
//transform.eulerAngles = API_SVR.GetHead().transform.eulerAngles;
}
}
private void OnTriggerEnter(Collider other)
{
// text.text = "Enter " + other.name;
Debug.Log(other.name);
QueryBox(other, true);
}
private void OnTriggerExit(Collider other)
{
QueryBox(other, false);
}
///
/// 查找触发器
///
///
///
private void QueryBox( Collider other , bool state)
{
for (int i = 0; i < list_RouteBox.Count; i++)
{
if(list_RouteBox[i].name == other.name)
{
if (state)
this.other = other.gameObject;
else this.other = null;
showRoute.SettingRoute(i + 1, state);
}
}
for (int i = 0; i < list_box.Count; i++)
{
if (other.name == list_box[i].name)
{
// 擎天柱大模型关闭
//if (!state && i
/// 设置显示效果(触发器判定选择)
///
private void SetShowObject(GameObject Obj , GameObject Effect , bool state)
{
Effect.SetActive(state);
Obj.SetActive(!state);
}
private void SetShowObject( GameObject Effect, bool state)
{
Effect.SetActive(state);
}
}