要点:我们把脚本绑在对象上为什么不把对象抓到脚本里殴打呢?
问题:那不继承Mono的话,协同以及实例化,以及每帧运算该怎么去做呢?
最近看到一个做技能冷却的话题,所以也想去尝试一下。
1.这是界面2D和3D摄像机
2.这是对象排布
3.代码
(1)主要负责UI的界面
[mw_shl_code=csharp,true]using Assets.Classes.com.system;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Assets.Classes.com.view.ui
{
enum SKILLTYPE
{
Q_SKILL = 10,//→_→代表该技能的冷却时间
W_SKILL = 20,
E_SKILL = 30,
R_SKILL = 100
}
class SkillsMenu_UI
{
private SKILLTYPE skillType;//技能类型
private bool isSkill = false;//是否正在释放技能
private bool isCooling = false;//是否正在冷却
private float coolingTime;//冷却时间
private GameObject currentObj;
public SkillsMenu_UI(GameObject skillsObj)
{
// GameObject go = (GameObject)GameObject.Instantiate(skillsObj);
// new PanelHandler().RootHandler(skillsObj);
HandlerListener("Q_Skill", skillsObj);
HandlerListener("W_Skill", skillsObj);
HandlerListener("E_Skill", skillsObj);
HandlerListener("R_Skill", skillsObj);
}
private void HandlerListener(string skillName, GameObject go)
{
Transform Skill = go.transform.FindChild(skillName);
UIEventListener.Get(Skill.gameObject).onClick = OnClick;
}
private void OnClick(GameObject go)
{
Debug.Log("点击了技能按钮 : " + go.name);
switch (go.name)
{