引擎简单更新
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@@ -80,13 +80,13 @@ namespace AibisDream
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_unRegisters.Add(EnumEventSystem.Global.Register(InteractionEventEnum.End, OnInteractiveEnd));
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_unRegisters.Add(
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EnumEventSystem.Global.Register<TriggerEnum, GameObject>(TriggerEnum.PointerEnter, OnPointerEnter));
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EnumEventSystem.Global.Register<TriggerEnum, IInteraction>(TriggerEnum.PointerEnter, OnPointerEnter));
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_unRegisters.Add(
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EnumEventSystem.Global.Register<TriggerEnum, GameObject>(TriggerEnum.PointerExit, OnPointerExit));
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EnumEventSystem.Global.Register<TriggerEnum, IInteraction>(TriggerEnum.PointerExit, OnPointerExit));
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_unRegisters.Add(
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EnumEventSystem.Global.Register<TriggerEnum, GameObject>(TriggerEnum.PointerDown, OnPointerDown));
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EnumEventSystem.Global.Register<TriggerEnum, IInteraction>(TriggerEnum.PointerDown, OnPointerDown));
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_unRegisters.Add(
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EnumEventSystem.Global.Register<TriggerEnum, GameObject>(TriggerEnum.PointerUp, OnPointerUp));
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EnumEventSystem.Global.Register<TriggerEnum, IInteraction>(TriggerEnum.PointerUp, OnPointerUp));
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}
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private void LateUpdate()
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@@ -154,15 +154,16 @@ namespace AibisDream
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SwitchCursor(defaultCursor);
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}
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private void OnPointerEnter(GameObject target)
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private void OnPointerEnter(IInteraction target)
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{
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if (_curState == CursorState.Interactive && !_isTalking)
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{
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SwitchCursor(interactive);
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// 如果不可交互,就显示不可交互的指针
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SwitchCursor(target.IsActive ? interactive : disable);
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}
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}
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private void OnPointerExit(GameObject target)
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private void OnPointerExit(IInteraction target)
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{
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if (_curState == CursorState.Interactive && !_isTalking)
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{
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@@ -170,20 +171,20 @@ namespace AibisDream
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}
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}
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private void OnPointerDown(GameObject target)
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private void OnPointerDown(IInteraction target)
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{
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if (_curState == CursorState.Interactive && !_isTalking)
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{
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SwitchCursor(holding);
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SwitchCursor(target.IsActive ? holding : defaultCursor);
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}
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}
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private void OnPointerUp(GameObject target)
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private void OnPointerUp(IInteraction target)
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{
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if (_curState == CursorState.Interactive && !_isTalking)
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{
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// 如果松手时还在物体之上
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SwitchCursor(EventSystemEx.Instance.holdingObj == target ? interactive : defaultCursor);
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SwitchCursor(EventSystemEx.Instance.holdingObj == target.GetGameObject() ? interactive : defaultCursor);
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}
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}
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