[csharp]view plaincopy<span style="font-size:18px;">using UnityEngine;using System.Collections.Generic;using UnityEngine.Events;using UnityEngine.EventSystems;publicclass ScriptControl : MonoBehaviour {// Use this for initializationvoid Start () {EventTrigger trigger = transform.gameObject.GetComponent<E...
Trigger可以设置触发器下拉到这些值: Trigger触发 描述 On Use 在使用 玩家的选择器或接近选择器向GameObject发送一个OnUse消息,或在UnityEvent或脚本中手动调用对话系统触发器的OnUse()方法。 On Start 在开始 组件启动(例如,在场景启动时)。 On Enable 在启用 组件已启用。 On Disable 在禁用 组件被禁用。 On...
Cinemachine Priority On Dialogue Event Component > Pixel Crushers > Dialogue System > Trigger > On Dialogue Event > Cinemachine Priority On Dialogue Event 当对话事件发生时,设置Cinemachine虚拟摄像机的优先级。 网络异常,图片无法展示 | Condition Observer Component > Pixel Crushers > Dialogue System > Trig...
}publiceventTriggerHandler TriggerEnter;voidOnTriggerEnter(Collider other){if(TriggerEnter !=null) TriggerEnter(this.gameObject,other); }publiceventTriggerHandler TriggerExit;voidOnTriggerExit(Collider other){if(TriggerExit !=null) TriggerExit(this.gameObject,other); }publiceventTriggerHandler TriggerStay;void...
Event TriggerThe Event Trigger receives events from the Event System and calls registered functions for each event.The Event Trigger can be used to specify functions you wish to be called for each Event System event. You can assign multiple functions to a single event and whenever the Event ...
using UnityEngine.EventSystems; public class ScriptControl : MonoBehaviour { // Use this for initialization void Start () { EventTrigger trigger = transform.gameObject.GetComponent<EventTrigger>(); if (trigger == null) trigger = transform.gameObject.AddComponent<EventTrigger>(); ...
Dialogue System Trigger 对话系统触发器-通用动作。 Condition Observer 状态观察器——当条件为真时,监视条件并执行操作。 Timeline Set Quest State playable时间轴设置任务状态可玩-控制时间轴上的任务。 The general-purpose Trigger Event, Collision Event, Timed Event components are also useful for managing que...
MonoBehaviour{ void Start() {EventTriggertrigger = GetComponent<EventTrigger>(); EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID =EventTriggerType.PointerDown; entry.callback.AddListener((data) => { OnPointerDownDelegate((PointerEventData)data); }); trigger.triggers.Add(entry); ...
Unity中的脚本(Script)由附加到游戏对象(GameObject)的自定义脚本对象(Custom Script Object)组成,它们又被称为行为。脚本对象中各种函数被称为必然事件(Certain Event)。常用的必然事件有如下三个: 1、Update:该函数在渲染帧之前被调用,大部分的游戏行为代码都在这里执行,除了 ...
打开Animations/CuttingCounter.controller,在Animator面板可以看到,动画由AnyState通过一个Trigger进入CuttingCounterCut状态,然后执行完该动画后就会再次回到Idle状态 在Scripts文件夹新建CuttingCounterVisual.cs,在CuttingCounter.cs中添加EventHandler委托,该委托在开始切菜时触发,委托执行的函数CuttingCounter_OnCut()写在Cutting...