using HighlightPlus; using System; using System.Collections; using System.Collections.Generic; using System.Runtime.Serialization; using TMPro; using UnityEditor; using UnityEngine; using UnityEngine.EventSystems; [Serializable] public class ItemInfo { public int toolId; public int triggerID; public string toolName; public E_ToolOrDeviceOrMaterials toolOrDeviceOrMaterial; // 你可以在这里添加更多的属性和方法 } /// /// 工具或者材料基类,此脚本必须挂在工具或者材料上 /// public abstract class BaseToolOrDevice : MonoBehaviour { public ItemInfo itemInfo; public HighlightEffect _highlight; public bool IsClick = true; private void Start() { _highlight = GetComponent(); } [ContextMenu("GetInfo")] public void GetInfo(string itemName) { } //public void GetInfo(string itemName) //{ // if (itemDatabase.ContainsKey(itemName)) // { // ItemInfo info = itemDatabase[itemName]; // OnItemInfoReceived?.Invoke(info); // } //} //public void GetInfo(GameObject Item,string ItemName,E_ToolOrDeviceOrMaterials E_Item) //{ // Item.SetActive(false); // if (itemDatabase.ContainsKey(ItemName)) // { // // 获取物品信息 // ItemInfo info = itemDatabase[ItemName]; // // TODO: 后续处理,例如更新UI或执行其他逻辑 // } // else // { // Debug.LogWarning($"物品 '{ItemName}' 不存在于数据库中"); // } // switch (E_Item) // { // case E_ToolOrDeviceOrMaterials.Tool: // break; // case E_ToolOrDeviceOrMaterials.Materials: // break; // } // //TODO:后续 根据英文名称去获取ID 中文名 和其它 //} private void OnMouseEnter() { if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; if (EventSystem.current.IsPointerOverGameObject()) return; OnEnter(); UIManager.Instance.ShowPanel(E_UI_Layer.System, (panel) => { panel.Init(gameObject.name); }); //提示面板 } private void OnMouseDown() { if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; if (EventSystem.current.IsPointerOverGameObject()) return; OnDown(); //gameObject.SetActive(false); } private void OnMouseExit() { UIManager.Instance.HidePanel();//提示面板 //TODO: 这里写提示关闭的代码 if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; if (EventSystem.current.IsPointerOverGameObject()) return; OnExit(); } public virtual void OnEnter() { Debug.Log("进入"); } public virtual void OnDown() { Debug.Log("点击"); } public virtual void OnExit() { Debug.Log("离开"); } }