This commit is contained in:
kridoo
2025-11-04 13:56:54 +08:00
parent 1a8de3a14a
commit 434fc18578
30 changed files with 29690 additions and 24699 deletions

View File

@@ -10,7 +10,7 @@ public class RayCtr : MonoBehaviour
public bool starRay = false; //<2F>Ƿ<EFBFBD><C7B7><EFBFBD>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
public LayerMask detectionLayer ; //<2F><><EFBFBD><EFBFBD><EFBFBD>IJ㼶
public int myhandType; //<2F>Լ<EFBFBD><D4BC>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD>1<EFBFBD><31><EFBFBD><EFBFBD> 2<><32><EFBFBD><EFBFBD>
public bool isstarRay = false;
//<2F><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
@@ -29,7 +29,8 @@ public class RayCtr : MonoBehaviour
void Start()
{
GlobalEventMgr.Listen<int>(GameEvent.EventRayStart, GameDataManage_EventRayStart);
GlobalEventMgr.Listen<int>(GameEvent.EventRayEnd, GameDataManage_EventRayEnd);
GlobalEventMgr.Listen<int>(GameEvent.EventRayEnd, GameDataManage_EventRayEnd2);
//// <20><><EFBFBD><EFBFBD>LineRenderer<65><72><EFBFBD><EFBFBD>
//lineRenderer = gameObject.AddComponent<LineRenderer>();
@@ -68,32 +69,36 @@ public class RayCtr : MonoBehaviour
void Update()
{
//UpdateVisualRay(); //<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
if (!isstarRay) { return; }
// <20>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ߣ<EFBFBD><DFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>ԣ<EFBFBD>
if (starRay)
if (!SceneMgr.Instance.isTrigger)
{
Debug.DrawRay(transform.position, transform.forward * rayLength, Color.red);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Ray ray = new Ray(transform.position, transform.forward);
RaycastHit hit; // <20><EFBFBD><E6B4A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>Ϣ
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......<2E><>1<EFBFBD><31>");
if (Physics.Raycast(ray, out hit, rayLength, detectionLayer))
if (starRay)
{
GameObject hitObject = hit.collider.gameObject; // <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Debug.DrawRay(transform.position, transform.forward * rayLength, Color.red);
//Debug.Log("<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: " + hitObject.name+"||"+ hitObject.name.Substring(0, 4)); // <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if ("Quad" == hitObject.name.Substring(0, 4))
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Ray ray = new Ray(transform.position, transform.forward);
RaycastHit hit; // <20><EFBFBD><E6B4A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>Ϣ
//Debug.Log("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......<2E><>1<EFBFBD><31>");
if (Physics.Raycast(ray, out hit, rayLength, detectionLayer))
{
fontIndex = int.Parse(hitObject.name.Substring(4));
Debug.Log("<22><><EFBFBD>˵ڼ<CBB5><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......"+ fontIndex);
starRay = false;
isRun = false;
runTime = 0;
GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, myhandType, fontIndex);
GameObject hitObject = hit.collider.gameObject; // <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
//Debug.Log("<22><><EFBFBD><EFBFBD><E2B5BD><EFBFBD><EFBFBD>: " + hitObject.name+"||"+ hitObject.name.Substring(0, 4)); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if ("Quad" == hitObject.name.Substring(0, 4))
{
fontIndex = int.Parse(hitObject.name.Substring(4));
Debug.Log("<22><><EFBFBD>˵ڼ<CBB5><DABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>......" + fontIndex);
starRay = false;
isRun = false;
runTime = 0;
GlobalEventMgr.Dispatch(GameEvent.EventRayQuadOk, true, myhandType, fontIndex);
}
}
}
}
if (isRun)
{
@@ -117,4 +122,12 @@ public class RayCtr : MonoBehaviour
runTime = 0;
}
}
void GameDataManage_EventRayEnd(int type)
{
isstarRay = true;
}
void GameDataManage_EventRayEnd2(int type)
{
isstarRay = false;
}
}