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    UNITY3D處理碰撞(zhuàng)事件的(de)封裝類

    2018/9/22      點擊:
      Unity的物理係統,處理(lǐ)碰撞事(shì)件,需要自行實現MonoBehaviour中的void OnTriggerEnter(Collider)等(děng)方(fāng)法(fǎ),MonoBehaviour的生命周期方法,有些不太常用(yòng),可能會經常不記得、或者打錯名字,調試還不容易找到原因,很不方便。  
    我們可以把常用接口封裝起來,讓需要實現碰撞事件的類,繼承已經封(fēng)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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