H_SafeExperienceDrivingSystem/U3D_DrivingSystem/Assets/Script/AccidentManager.cs

70 lines
2.0 KiB
C#

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);
}
if (other.transform.tag == "People")
{
uis.transform.Find("撞倒行人").gameObject.SetActive(true);
}
else if (other.name == "chechufa")
{
uis.transform.Find("汽车追尾").gameObject.SetActive(true);
}
else if (other.name == "爆胎")
{
uis.transform.Find("爆胎").gameObject.SetActive(true);
}
// 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)
{
for (int i = 0; i < uis.transform.childCount; i++)
{
uis.transform.GetChild(i).gameObject.SetActive(false);
}
uis.SetActive(false);
}
}