2024-10-21 18:09:07 +08:00
|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
using UnityEngine.UI;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
public enum Npcstate
|
|
|
|
|
{
|
|
|
|
|
idle,
|
|
|
|
|
dead,
|
2024-11-29 15:13:32 +08:00
|
|
|
|
run
|
2024-10-22 11:57:50 +08:00
|
|
|
|
}
|
|
|
|
|
|
2024-10-21 18:09:07 +08:00
|
|
|
|
public class RecuseNpc : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
private Button recusebtn;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
private bool statebool = false;
|
|
|
|
|
|
|
|
|
|
private Animator anim;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
|
2024-11-29 15:13:32 +08:00
|
|
|
|
public Npcstate nstate = Npcstate.dead;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
private bool movebool = false;
|
2024-11-30 16:52:33 +08:00
|
|
|
|
public Transform target;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
private void Awake()
|
2024-10-21 18:09:07 +08:00
|
|
|
|
{
|
|
|
|
|
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
2024-10-22 17:37:42 +08:00
|
|
|
|
anim = this.GetComponent<Animator>();
|
2024-11-30 16:52:33 +08:00
|
|
|
|
|
2024-10-21 18:09:07 +08:00
|
|
|
|
}
|
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
private void OnTriggerEnter(Collider other)//ͨ<><CDA8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><C3B5><EFBFBD>Ӧ<EFBFBD>ľ<EFBFBD>Ԯ<EFBFBD><D4AE><EFBFBD><EFBFBD>Ա<EFBFBD><D4B1>ǩ<EFBFBD><C7A9><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ֳ<EFBFBD>UI
|
2024-10-21 18:09:07 +08:00
|
|
|
|
{
|
2024-10-24 18:01:55 +08:00
|
|
|
|
if(other.tag == "Player")
|
2024-10-21 18:09:07 +08:00
|
|
|
|
recusebtn.gameObject.SetActive(true);
|
2024-10-22 11:57:50 +08:00
|
|
|
|
if (statebool) return;
|
2024-10-24 12:46:20 +08:00
|
|
|
|
other.GetComponent<CharacterInturn>().cha = this.gameObject ;
|
2024-10-22 11:57:50 +08:00
|
|
|
|
}
|
2024-10-21 18:09:07 +08:00
|
|
|
|
|
2024-10-23 11:31:35 +08:00
|
|
|
|
private void OnTriggerExit(Collider other)
|
|
|
|
|
{
|
|
|
|
|
recusebtn.gameObject.SetActive(false);
|
|
|
|
|
}
|
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
public void Setnpcstate()//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԯ<EFBFBD><D4AE>ťִ<C5A5><D6B4><EFBFBD>궯<EFBFBD><EAB6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
{
|
2024-11-29 15:13:32 +08:00
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
movebool = true;
|
2024-11-29 15:13:32 +08:00
|
|
|
|
nstate = Npcstate.run;
|
2024-10-22 17:37:42 +08:00
|
|
|
|
recusebtn.gameObject.SetActive(false);
|
|
|
|
|
Debug.Log("Setnpcstate<74><65><EFBFBD><EFBFBD>");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Update()
|
2024-10-22 11:57:50 +08:00
|
|
|
|
{
|
2024-11-30 16:52:33 +08:00
|
|
|
|
if (Vector3.Distance(transform.position,target.position) < 1.3f && movebool && target.transform.position != null)//<2F>ж<EFBFBD><D0B6><EFBFBD><EFBFBD>ﱻ<EFBFBD><EFB1BB>Ԯ<EFBFBD><D4AE><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
|
2024-10-22 17:37:42 +08:00
|
|
|
|
{
|
|
|
|
|
Debug.Log("<22><><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD>");
|
|
|
|
|
nstate = Npcstate.idle;
|
|
|
|
|
movebool = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
switch (nstate)//ͨ<><CDA8>ö<EFBFBD><C3B6>״̬ʵ<CCAC><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<C7B7>Ԯ<EFBFBD><D4AE><EFBFBD>Լ<EFBFBD><D4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸı<C4B8>
|
|
|
|
|
{
|
|
|
|
|
case Npcstate.idle:
|
2024-11-29 15:13:32 +08:00
|
|
|
|
SetAni(2);
|
2024-10-22 17:37:42 +08:00
|
|
|
|
break;
|
2024-11-29 15:13:32 +08:00
|
|
|
|
case Npcstate.run:
|
|
|
|
|
movebool = true;
|
|
|
|
|
Run();
|
2024-10-22 17:37:42 +08:00
|
|
|
|
break;
|
|
|
|
|
case Npcstate.dead:
|
2024-11-29 15:13:32 +08:00
|
|
|
|
SetAni(0);
|
2024-10-22 17:37:42 +08:00
|
|
|
|
break;
|
|
|
|
|
}
|
2024-11-29 15:13:32 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//<2F>ܲ<EFBFBD><DCB2><EFBFBD>
|
|
|
|
|
public void Run()
|
|
|
|
|
{
|
|
|
|
|
if (movebool)
|
|
|
|
|
{
|
|
|
|
|
SetAni(1);
|
|
|
|
|
transform.LookAt(target);
|
|
|
|
|
transform.position = Vector3.Lerp(transform.position, target.position, 0.3f * Time.deltaTime);
|
|
|
|
|
}
|
|
|
|
|
}
|
2024-10-22 17:37:42 +08:00
|
|
|
|
|
2024-11-29 15:13:32 +08:00
|
|
|
|
|
|
|
|
|
public void SetAni(int x)
|
|
|
|
|
{
|
|
|
|
|
anim.SetInteger("state", x);
|
2024-10-22 11:57:50 +08:00
|
|
|
|
}
|
2024-10-21 18:09:07 +08:00
|
|
|
|
|
2024-10-22 17:37:42 +08:00
|
|
|
|
|
2024-10-21 18:09:07 +08:00
|
|
|
|
}
|