using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class AccidentManager : MonoBehaviour { public GameObject uis; private string triggerName; private void OnTriggerEnter(Collider other) { triggerName = other.name; uis.SetActive(true); for (int i = 0; i < uis.transform.childCount; i++) { uis.transform.GetChild(i).gameObject.SetActive(false); } switch (other.name) { case "刹车失灵": uis.transform.Find("刹车失灵").gameObject.SetActive(true); break; case "礼让行人": uis.transform.Find("礼让行人").gameObject.SetActive(true); break; case "汽车追尾": uis.transform.Find("汽车追尾").gameObject.SetActive(true); break; case "电动车穿行": uis.transform.Find("电动车穿行").gameObject.SetActive(true); break; case "撞倒行人": uis.transform.Find("撞倒行人").gameObject.SetActive(true); break; case "爆胎": uis.transform.Find("爆胎").gameObject.SetActive(true); break; } } private void OnTriggerExit(Collider other) { switch (other.name) { case "刹车失灵": uis.transform.Find("刹车失灵").gameObject.SetActive(true); break; case "礼让行人": uis.transform.Find("礼让行人").gameObject.SetActive(true); break; case "汽车追尾": uis.transform.Find("汽车追尾").gameObject.SetActive(true); break; case "电动车穿行": uis.transform.Find("电动车穿行").gameObject.SetActive(true); break; case "撞倒行人": uis.transform.Find("撞倒行人").gameObject.SetActive(true); break; case "爆胎": uis.transform.Find("爆胎").gameObject.SetActive(true); break; } uis.SetActive(false); } }