ui基本完毕,修了一大把的bug
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public enum TriggerType
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{
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Collision,
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Trigger,
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Keyboard
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}
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[Serializable]
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public class TriggerOptions
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{
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[Tooltip("The type of input that triggers the fracture.")]
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public TriggerType triggerType;
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[Tooltip("Minimum contact collision force required to cause the object to fracture.")]
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public float minimumCollisionForce;
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[Tooltip("If true, only objects with the tags 'Allowed Tags' list will trigger a collision.")]
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public bool filterCollisionsByTag;
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[Tooltip("If 'Filter Collisions By Tag' is set to true, only objects with the tags in this list will trigger the fracture.")]
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public List<string> triggerAllowedTags;
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[Tooltip("If the trigger type is Keyboard, this is the key code that will trigger a fracture when pressed.")]
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public KeyCode triggerKey;
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public TriggerOptions()
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{
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this.triggerType = TriggerType.Collision;
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this.minimumCollisionForce = 0f;
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this.filterCollisionsByTag = false;
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this.triggerAllowedTags = new List<string>();
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this.triggerKey = KeyCode.None;
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}
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/// <summary>
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/// Returns true if the specified tag is allowed to trigger the fracture
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/// </summary>
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/// <param name="tag">The tag to check</param>
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/// <returns></returns>
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public bool IsTagAllowed(string tag)
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{
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return triggerAllowedTags.Contains(tag);
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}
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}
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