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();
}
}