2024-10-21 18:09:07 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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2024-10-22 11:57:50 +08:00
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public enum NpcState
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{
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Injuried, //<2F><><EFBFBD><EFBFBD>
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Healthy//<2F><><EFBFBD><EFBFBD>
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}
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2024-10-21 18:09:07 +08:00
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public class RecuseNpc : MonoBehaviour
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{
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private Button recusebtn;
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2024-10-22 11:57:50 +08:00
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private CharacterControl chain;
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private NpcState ns = NpcState.Injuried;
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private bool statebool = false;
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private void Awake()
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2024-10-21 18:09:07 +08:00
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{
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recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
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}
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private void OnTriggerEnter(Collider other)
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{
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2024-10-22 11:57:50 +08:00
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if(other.name == "Man")
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2024-10-21 18:09:07 +08:00
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recusebtn.gameObject.SetActive(true);
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2024-10-22 11:57:50 +08:00
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chain = other.GetComponent<CharacterControl>();
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if (statebool) return;
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other.GetComponent<CharacterControl>().cha = this.gameObject ;
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}
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2024-10-21 18:09:07 +08:00
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2024-10-22 11:57:50 +08:00
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public void Setnpcstate(NpcState npcState)
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{
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this.transform.Translate(Vector3.forward);
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Debug.Log("Setnpcstate<74><65><EFBFBD><EFBFBD>");
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}
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2024-10-21 18:09:07 +08:00
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}
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