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- 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<Role>();
- int layer = LayerMask.NameToLayer("Player");
- if (role != null && role.gameObject.layer == layer)
- {
- LogHelper.Log("--------------------- OnTriggerEnter -----------------------");
- EventComponent nowEvent = GameEntry.GetComponent<EventComponent>();
- this.EnableCollider();
- nowEvent.FireNow(this, new NoviceEventDropEntry(false));
- }
- }
- public void OnTriggerExit(Collider collider)
- {
- Role role = collider.GetComponent<Role>();
- int layer = LayerMask.NameToLayer("Player");
- if (role != null && role.gameObject.layer == layer)
- {
- LogHelper.Log("--------------------- OnTriggerExit -----------------------");
- EventComponent nowEvent = GameEntry.GetComponent<EventComponent>();
- nowEvent.FireNow(this, new NoviceEventDropExit(false));
- }
- }
- public void EnableCollider()
- {
- this._collider.SetActive(true);
- }
- //public void OnTriggerStay(Collider collider)
- //{
- // LogHelper.Log("--------------------- OnTriggerStay -----------------------");
- //}
- }
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