Unity 点击对话系统(含Demo)

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。
Unity 点击对话系统(含Demo)_第1张图片
Unity 点击对话系统(含Demo)_第2张图片

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 update
    private NavMeshAgent PlayerAgent;
    void Start()
    {
        PlayerAgent = GetComponent<NavMeshAgent>();
    }

    // Update is called once per frame
    void 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0
                    PlayerAgent.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");
    }
}

你可能感兴趣的:(unity,unity,游戏引擎)