点击对话系统
可实现点击物体后自动移动到物体附近,然后弹出对话框进行对话。
基于Unity 简单角色对话UI脚本的编写(新版UI组件)和Unity 关于点击不同物品移动并触发不同事件的结合体,有兴趣可以看一下之前文章。
下边代码为UI界面的公共脚本:
public class DialogueUI : MonoBehaviour
{private TextMeshProUGUI nameTexe;//获取名称的Text组件private TextMeshProUGUI descriptionTexe; //获取内容的Text组件private Button resumeButton;//继续对话的按钮public List<string> contentlist;//对话列表private int contentIndex = 0;//对话数组private void Start(){//获取组件nameTexe = transform.Find("NameText").GetComponent<TextMeshProUGUI>();descriptionTexe= transform.Find("ContentText").GetComponent<TextMeshProUGUI>();resumeButton = transform.Find("ResumeButton").GetComponent<Button>();resumeButton.onClick.AddListener(this.OnContinueButtonClick);descriptionTexe.text = contentlist[0];Hide();}public void Show() {gameObject.SetActive(true);//显示对话框}public void Show(string name, string[] content)//调用方法获得对话{contentIndex = 0;nameTexe.text = name;contentlist=new List<string>();contentlist.AddRange(content);descriptionTexe.text = contentlist[0];Show();}public void Hide() //关闭对话{gameObject.SetActive(false);}private void OnContinueButtonClick(){//调用对话列表,如果没有对话,窗口关闭contentIndex++;if (contentIndex >= contentlist.Count){Hide();return;}descriptionTexe.text = contentlist[contentIndex];}}
下边为被点击物体挂载的脚本:
public class ItemObject : InteractionObject
{public string name;public string[] contenList;public DialogueUI dialogueUI;protected override void Interact(){print("我就是个东西!");dialogueUI.Show(name, contenList);}
}
然后是Player挂载的触发脚本:
public class PlayerRoutine : MonoBehaviour
{// Start is called before the first frame updateprivate NavMeshAgent PlayerAgent;void Start(){PlayerAgent = GetComponent<NavMeshAgent>();}// Update is called once per framevoid Update(){if (Input.GetMouseButtonDown(0)&&EventSystem.current.IsPointerOverGameObject()==false)//点击鼠标左键并且没有点击到IU组件{Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);//创建一条射线RaycastHit hit;bool isCollide = Physics.Raycast(ray, out hit);if (isCollide){if (hit.collider.tag == "Ground")//假如点击物体的标签为Ground{PlayerAgent.stoppingDistance = 0;//停止距离为0PlayerAgent.SetDestination(hit.point);//移动到点击位置}else if (hit.collider.tag == "NPC") //假如点击物体的标签为NPC{hit.collider.GetComponent<InteractionObject>().OnClick(PlayerAgent);//调用InteractionObject中的Onclick方法}else if (hit.collider.tag == "Item") {hit.collider.GetComponent<InteractionObject>().OnClick(PlayerAgent);}}}}
}
还有公共管理类脚本:
public class InteractionObject : MonoBehaviour
{private NavMeshAgent PlayerAgent;private bool haveinteracted=false;//用于判断方法已经调用public void OnClick(NavMeshAgent PlayerAgent) {this.PlayerAgent = PlayerAgent;PlayerAgent.stoppingDistance = 2;//寻路停止距离PlayerAgent.SetDestination(transform.position);//移动到寻路点haveinteracted = false;}private void Update(){if (PlayerAgent != null&&haveinteracted==false&&PlayerAgent.pathPending==false)//后边是判断路径是否计算完成{if (PlayerAgent.remainingDistance <= 2)//距离目标点的距离是否小于2米{Interact();//调用Interact()方法haveinteracted = true;}}}protected virtual void Interact() //便于重写{print("点到了NPC");}
}