using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tool_objects_base : ToolBase
{
    // Start is called before the first frame update
    /// 
    /// 工具间物体基础脚本
    /// 
    protected override void Start()
    {
        base.Start();
        //  Debug.Log("启动");
        for (int i = 0; i < GameObject.Find("Don'Destory").GetComponent().持有工具.Count; i++)
        {
            if (GameObject.Find("Don'Destory").GetComponent().持有工具[i] ==this.物品名称)
            {
                gameObject.SetActive(false);
            
            
            }
        }
     
        EventTriggerListener.Get(transform.gameObject).onClick += g =>
        {
            GameManager_Tools gameManager_Tools;
            gameManager_Tools = GameObject.Find("GameManager_Tools").GetComponent();
            gameManager_Tools.target = gameObject;
            //Debug.Log("onclick"); 
            物品名称 = gameObject.name;
            gameManager_Tools.toolsname = 物品名称;
            gameManager_Tools.change_toolsbutton();
          //  gameManager_Tools.tool_Objects_Base.Add(transform.GetComponent());
            
            物品状态 = 物品状态.携带中;
            工具携带();
        };
       // Debug.Log("启动"); zz
    }
    // Update is called once per frame
    protected override void  Update()
    {
        
    }
    public override void 工具携带()
    {
        base.工具携带();
    }
}