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(); } }