UNITY3D處理碰(pèng)撞事件的封裝類
2018/9/22 點擊:
Unity的物(wù)理係(xì)統,處理碰撞事件,需要自行實現MonoBehaviour中(zhōng)的void OnTriggerEnter(Collider)等(děng)方法,MonoBehaviour的生命周(zhōu)期方法(fǎ),有些不太常用,可能會(huì)經常不記(jì)得、或者打(dǎ)錯名字,調試還不容易找到原因,很不方便。
我們可以把常用接(jiē)口封裝起來,讓需要實現碰撞事件的類,繼承已經封裝好的類即可。
using System;
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class ColliderListener : MonoBehaviour {
public ActiononTriggerEnter = delegate { };
public ActiononTriggerStay = delegate { };
public ActiononTriggerExit = delegate { };
public ActiononCollisionEnter = delegate { };
public ActiononCollisionStay = delegate { };
public ActiononCollisionExit = delegate { };
private void OnTriggerEnter(Collider other) {
onTriggerEnter(other);
}
private void OnTriggerStay(Collider other) {
onTriggerStay(other);
}
private void OnTriggerExit(Collider other) {
onTriggerExit(other);
}
private void OnCollisionEnter(Collision other) {
onCollisionEnter(other);
}
private void OnCollisionStay(Collision other) {
onCollisionStay(other);
}
private void OnCollisionExit(Collision other) {
onCollisionExit(other);
}
public virtual void Clear() {
onTriggerEnter = delegate { };
onTriggerStay = delegate { };
onTriggerExit = delegate { };
onCollisionEnter = delegate { };
onCollisionStay = delegate { };
onCollisionExit = delegate { };
}
}
我們可以把常用接(jiē)口封裝起來,讓需要實現碰撞事件的類,繼承已經封裝好的類即可。
using System;
using UnityEngine;
[RequireComponent(typeof(Collider))]
public class ColliderListener : MonoBehaviour {
public ActiononTriggerEnter = delegate { };
public ActiononTriggerStay = delegate { };
public ActiononTriggerExit = delegate { };
public ActiononCollisionEnter = delegate { };
public ActiononCollisionStay = delegate { };
public ActiononCollisionExit = delegate { };
private void OnTriggerEnter(Collider other) {
onTriggerEnter(other);
}
private void OnTriggerStay(Collider other) {
onTriggerStay(other);
}
private void OnTriggerExit(Collider other) {
onTriggerExit(other);
}
private void OnCollisionEnter(Collision other) {
onCollisionEnter(other);
}
private void OnCollisionStay(Collision other) {
onCollisionStay(other);
}
private void OnCollisionExit(Collision other) {
onCollisionExit(other);
}
public virtual void Clear() {
onTriggerEnter = delegate { };
onTriggerStay = delegate { };
onTriggerExit = delegate { };
onCollisionEnter = delegate { };
onCollisionStay = delegate { };
onCollisionExit = delegate { };
}
}
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