Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/FishingNetIndicator.cs
2026-02-21 16:45:37 +08:00

62 lines
1.3 KiB
C#

using BitStrap;
using UnityEngine;
public class FishingNetIndicator : MonoBehaviour
{
[ReadOnly]
public FishingNet fishingNet;
[ReadOnly]
public MeshCollider meshCollider;
public MeshRenderer renderer;
public void Awake()
{
}
public void Initialize()
{
meshCollider = GetComponent<MeshCollider>();
fishingNet = GetComponentInParent<FishingNet>();
}
private void Start()
{
meshCollider.gameObject.layer = LayerMask.NameToLayer("Default");
GetComponent<MeshRenderer>().enabled = false;
renderer.enabled = false;
}
private void OnEnable()
{
renderer.enabled = false;
renderer.gameObject.layer = LayerMask.NameToLayer("Weapon");
}
private void OnTriggerEnter(Collider col)
{
if (!fishingNet.isAutomaticUpdate && col.gameObject.HasTag("FISH"))
{
Fish component = col.gameObject.GetComponent<Fish>();
if ((bool)component && (bool)component.storedBait && !VRManager.Instance.IsVRFishingNet())
{
renderer.enabled = true;
renderer.gameObject.layer = LayerMask.NameToLayer("Weapon");
}
}
}
private void OnTriggerExit(Collider col)
{
if (col.gameObject.HasTag("FISH"))
{
Fish component = col.gameObject.GetComponent<Fish>();
if ((bool)component && (bool)component.storedBait)
{
renderer.enabled = false;
}
}
}
}