_xiaofang/xiaofang/Assets/Script/hylScripts/NPCController.cs

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2024-12-12 18:51:08 +08:00
using System.Collections;
using System.Collections.Generic;
using System.Xml.Linq;
using UnityEngine;
using UnityEngine.UIElements;
public class NPCController : MonoBehaviour
{
public static NPCController instance;
public List<RecuseNpc> npcsList = new List<RecuseNpc>();//<2F><><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>ɵ<EFBFBD>npc<70>Ľű<C4BD>
public GameObject npc;//npc<70><63><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD>
// Start is called before the first frame update
void Start()
{
instance = this;
}
public void InitNPC(Vector3 v,NpcData npcData)
{
// ʹ<><CAB9>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD> NPC<50><43><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> trans λ<><CEBB>
GameObject go = GameObject.Instantiate(npc, v, Quaternion.identity); // ֱ<><D6B1>ָ<EFBFBD><D6B8>λ<EFBFBD>ú<EFBFBD><C3BA><EFBFBD>ת
RecuseNpc recuseNpc = go.GetComponent<RecuseNpc>();
recuseNpc.SetNPCInfo(npcData.UserId);//<2F><>ʼ<EFBFBD><CABC>npcid
npcsList.Add(recuseNpc);//<2F><><EFBFBD><EFBFBD><EFBFBD>ɵ<EFBFBD>NPC<50>Ľű<C4BD><C5B1><EFBFBD><EFBFBD><EFBFBD>list<73><74><EFBFBD><EFBFBD>
}
// Update is called once per frame
void Update()
{
}
}