【Unity笔记02】订阅事件-自动开门

流程

当玩家移动到触发区域的时候,门自动打开

事件系统

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EventSystem : MonoBehaviour
{
    public static EventSystem Instance { get; private set; }
    public event Action<int> onDoorEnter;
    public event Action<int> onDoorExit;
    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            
        }
        else
        {
            Destroy(gameObject);
        }
        Debug.Log("EventSystem initialized.");
    }


    public void OpenDoor(int id)
    {
        if (onDoorEnter != null)
        {
            onDoorEnter(id);
        }
    }
    public void CloseDoor(int id)
    {
        if(onDoorExit != null)
        {
            onDoorExit(id);
        }
    }
}

门-订阅事件,取消订阅 

当物体销毁的时候要取消订阅

订阅事件的时候,接受参数的方法要一样

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;

public class Door : MonoBehaviour
{
    [SerializeField] private int ID;
    private Vector3 originPos;
    public void Start()
    {
        EventSystem.Instance.onDoorEnter += DoorOpen;
        EventSystem.Instance.onDoorExit += DoorClose;
        originPos=gameObject.transform.position;
    }
    private void OnDisable()
    {
        EventSystem.Instance.onDoorEnter -= DoorOpen;
        EventSystem.Instance.onDoorExit -= DoorClose;
    }
    public void DoorOpen(int id)
    {
        if(ID==id)
        {
            Debug.Log("向上移动");
            // 从当前位置向上移动3个单位
            gameObject.transform.DOMove(new Vector3(originPos.x, originPos.y+3f, originPos.z), 1f);
        }
       
    }
    public void DoorClose(int id)
    {
        if (ID==id)
        {
            gameObject.transform.DOMove(originPos, 1f);
        }
        
    }
}

触发区域 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TriggerArea : MonoBehaviour
{
    [SerializeField] private int ID;
    private void OnTriggerEnter(Collider other)
    {

        Debug.Log("进入触发区域");
        EventSystem.Instance.OpenDoor(ID);
    }
    private void OnTriggerExit(Collider other)
    {
        EventSystem.Instance.CloseDoor(ID);
    }
}

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值