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; public GameObject objPrefab; public Vector3 selfPosInToolRoom; } /// /// 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; [HideInInspector] public HighlightEffect _highlight; private void Awake() { _highlight = GetComponent(); GameManager.EventMgr.AddEventListener(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID); } private void SwitchSubProcessStepTriggerID(string arg0) { if (itemInfo.toolName == arg0) { _highlight.SetHighlighted(true); } else { _highlight.SetHighlighted(false); } } public void GetInfo() { //_highlight = GetComponent(); D_ToolAndMaterialData dTMD = GameManager.ToolAndmaterialMgr.GetToolOrMaterialOrDeviceInfoByObjName(gameObject.name); if (dTMD != null) { itemInfo.toolId = dTMD.id; itemInfo.triggerID = dTMD.id; itemInfo.toolName = dTMD.objName; itemInfo.toolOrDeviceOrMaterial = (E_ToolOrDeviceOrMaterials)dTMD.type; gameObject.SetActive(true); itemInfo.objPrefab = Resources.Load("Prefabs/Objects/Tools/" + gameObject.name); Debug.Log("生成"); itemInfo.selfPosInToolRoom = transform.position; } else { gameObject.SetActive(false); } } private void OnMouseEnter() { if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; if (EventSystem.current.IsPointerOverGameObject()) return; OnEnter(); } private void OnMouseDown() { if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; if (EventSystem.current.IsPointerOverGameObject()) return; OnDown(); } private void OnMouseExit() { if (GameManager.RunModelMgr.SceneType != E_SceneType.ToolRoom) return; OnExit(); if (EventSystem.current.IsPointerOverGameObject()) return; } public virtual void OnEnter() { //Debug.Log("进入"); } public virtual void OnDown() { //Debug.Log("点击"); } public virtual void OnExit() { //Debug.Log("离开"); } private void OnDestroy() { GameManager.EventMgr.RemoveEventListener(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID); } //private void OnDisable() //{ // GameManager.EventMgr.RemoveEventListener(Enum_EventType.SwitchSubProcessStepTriggerID, SwitchSubProcessStepTriggerID); //} }