取消进入视觉自动指定一个视觉目标
This commit is contained in:
@@ -63,7 +63,7 @@ public void Initialize()
|
|||||||
|
|
||||||
public void OnEnter()
|
public void OnEnter()
|
||||||
{
|
{
|
||||||
SetInitialTargetState(targets[1]);
|
//SetInitialTargetState(targets[1]);
|
||||||
mouseFollowAndZoom.SetIsActive(true);
|
mouseFollowAndZoom.SetIsActive(true);
|
||||||
mouseFollowAndZoom.SetIsLock(false);
|
mouseFollowAndZoom.SetIsLock(false);
|
||||||
// 进入视图时的逻辑
|
// 进入视图时的逻辑
|
||||||
@@ -106,20 +106,6 @@ public void Initialize()
|
|||||||
eyeStateEffect?.InitializeEffect(target,cameraManager);
|
eyeStateEffect?.InitializeEffect(target,cameraManager);
|
||||||
}
|
}
|
||||||
|
|
||||||
// private void InitializeTargets()
|
|
||||||
// {
|
|
||||||
// // 查找所有带有EyeTarget标签的物体
|
|
||||||
// GameObject[] eyeTargets = GameObject.FindGameObjectsWithTag("EyeTarget");
|
|
||||||
// foreach (GameObject go in eyeTargets)
|
|
||||||
// {
|
|
||||||
// EyeTarget eyeTarget = go.GetComponent<EyeTarget>();
|
|
||||||
// if (eyeTarget != null)
|
|
||||||
// {
|
|
||||||
// targets.Add(eyeTarget);
|
|
||||||
// Debug.Log(eyeTarget.name+" add");
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
public EyeTarget FindEyeTargetByName(string name)
|
public EyeTarget FindEyeTargetByName(string name)
|
||||||
{
|
{
|
||||||
return Targets.FirstOrDefault(target => target.gameObject.name == name);
|
return Targets.FirstOrDefault(target => target.gameObject.name == name);
|
||||||
@@ -146,6 +132,7 @@ public void Initialize()
|
|||||||
|
|
||||||
if (currentTarget == target)
|
if (currentTarget == target)
|
||||||
{
|
{
|
||||||
|
// DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
|
||||||
yield break;
|
yield break;
|
||||||
}
|
}
|
||||||
DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
|
DialogController.Instance.SetVariable("$currentEyeTarget",target.name);
|
||||||
|
|||||||
Reference in New Issue
Block a user