Exemplo n.º 1
0
        /// <summary>
        ///  Unity的等待事件,单位秒;
        /// </summary>
        /// <param name="waitTime"></param>
        /// <param name="actionName"></param>
        /// <returns></returns>
        public static bool OnWaitSecond(string waitTime, string actionName = null, string parameters = null)
        {
            float time = CastString.CastToNumbers <float>(waitTime)[0];

            if (string.IsNullOrEmpty(parameters))
            {
                UnityEventService.OnWaitSecond(time, EventFunctionLibrary.GetAction(actionName));
            }

            else
            {
                UnityEventService.OnWaitSecond(time, EventFunctionLibrary.GetActionT(actionName), parameters);
            }

            return(true);
        }
 /// <summary>
 ///  返回从一个物体发出的射线所击中的点;注意:若没有击中任何物体,返回(0,0,0);
 /// </summary>
 /// <param name="gameObject_Ray"></param>
 /// <param name="direction"></param>
 /// <returns></returns>
 public static Vector3 RayHitPoint(this GameObject gameObject_Ray, Vector3 direction)
 {
     return(UnityEventService.RayHitPoint(gameObject_Ray, direction));
 }
 /// <summary>
 ///  判断从一个物体发出的射线是否击中另一个指定的物体;
 /// </summary>
 /// <param name="gameObject_Ray"></param>
 /// <param name="gameObject_collider"></param>
 /// <param name="direction"></param>
 /// <returns></returns>
 public static bool RayHit(this GameObject gameObject_Ray, GameObject gameObject_collider, Vector3 direction)
 {
     return(UnityEventService.RayHit(gameObject_Ray, gameObject_collider, direction));
 }
 /// <summary>
 ///  判断一个物体是否被射线击中;
 /// </summary>
 /// <param name="gameObject"></param>
 /// <returns></returns>
 public static bool RayHited(this GameObject gameObject)
 {
     return(gameObject == UnityEventService.RayHit());
 }