void OnTriggerExit(Collider other) { if (other.transform.GetComponent <CharacterController>() != null && other.gameObject.layer != LayerMask.NameToLayer("Person")) { IsFPSEnter = false; DevSubsystemManage fpsManager = DevSubsystemManage.Instance; if (fpsManager) { fpsManager.SetTriggerBuilding(this, false); } RoamManage.Instance.EntranceIndoor(false); //ShowBuildingDev(false); if (fpsManager && !fpsManager.IsFPSInBuilding()) { RoamManage.Instance.SetLight(false); //人不在建筑中,才关闭灯光 } } }
void OnTriggerEnter(Collider other) { //定位人员的Layer是Person,漫游人员没有设置是Default if (other.transform.GetComponent <CharacterController>() != null && other.gameObject.layer != LayerMask.NameToLayer("Person")) { if (BuildingTopColliderManage.IsInBuildingRoof) { return; //处于楼顶,不算楼内 } DevSubsystemManage fpsManager = DevSubsystemManage.Instance; if (fpsManager) { fpsManager.SetTriggerBuilding(this, true); } RoamManage.Instance.EntranceIndoor(true); ShowBuildingDev(true); IsFPSEnter = true; } }