using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityGameFramework.Runtime; public class SceneEventDropLogic : MonoBehaviour { GameObject _collider; private void Awake() { this._collider = transform.parent.Find("collider").gameObject; this._collider.SetActive(false); } // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void OnCollisionEnter(Collision collision) { LogHelper.Log("--------------------- OnCollisionEnter -----------------------"); } public void OnCollisionExit(Collision collision) { LogHelper.Log("--------------------- OnCollisionExit -----------------------"); } public void OnCollisionStay(Collision collision) { LogHelper.Log("--------------------- OnCollisionStay -----------------------"); } public void OnTriggerEnter(Collider collider) { Role role = collider.GetComponent(); int layer = LayerMask.NameToLayer("Player"); if (role != null && role.gameObject.layer == layer) { LogHelper.Log("--------------------- OnTriggerEnter -----------------------"); EventComponent nowEvent = GameEntry.GetComponent(); this.EnableCollider(); nowEvent.FireNow(this, new NoviceEventDropEntry(false)); } } public void OnTriggerExit(Collider collider) { Role role = collider.GetComponent(); int layer = LayerMask.NameToLayer("Player"); if (role != null && role.gameObject.layer == layer) { LogHelper.Log("--------------------- OnTriggerExit -----------------------"); EventComponent nowEvent = GameEntry.GetComponent(); nowEvent.FireNow(this, new NoviceEventDropExit(false)); } } public void EnableCollider() { this._collider.SetActive(true); } //public void OnTriggerStay(Collider collider) //{ // LogHelper.Log("--------------------- OnTriggerStay -----------------------"); //} }