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xiaofang/Assets/Resources/Character/Capsule.prefab
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@ -20,6 +20,9 @@ public enum CharacterSkill
|
||||
jump,//2
|
||||
Rescue//3
|
||||
}
|
||||
|
||||
|
||||
|
||||
public class CharacterAin : MonoBehaviour
|
||||
{
|
||||
private Animator ain;
|
||||
@ -163,5 +166,9 @@ public class CharacterAin : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator jiutimer(float timer)
|
||||
{
|
||||
yield return new WaitForSeconds(timer);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -51,7 +51,7 @@ public class CharacterControl : MonoBehaviour
|
||||
|
||||
private Button recubtn;
|
||||
|
||||
|
||||
public GameObject cha;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -226,6 +226,14 @@ public class CharacterControl : MonoBehaviour
|
||||
{
|
||||
yield return new WaitForSeconds(2);
|
||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
||||
cha.GetComponent<RecuseNpc>().Setnpcstate(NpcState.Healthy);
|
||||
//cha = null;
|
||||
}
|
||||
|
||||
/* public NpcState Setnpcstate()
|
||||
{
|
||||
Debug.Log("Setnpcstateµ÷ÓÃ");
|
||||
return NpcState.Healthy;
|
||||
}*/
|
||||
|
||||
}
|
||||
|
35
xiaofang/Assets/Script/Resurrection.cs
Normal file
35
xiaofang/Assets/Script/Resurrection.cs
Normal file
@ -0,0 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Resurrection : MonoBehaviour
|
||||
{
|
||||
|
||||
public List<GameObject> re = new List<GameObject>();//使用list存储复活点位置
|
||||
|
||||
private GameObject ga;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
ga =(GameObject)Resources.Load("Character/Capsule");//从resousce资源中加载npc
|
||||
Init();
|
||||
}
|
||||
|
||||
private void Init()
|
||||
{
|
||||
//for (int i = 0; i <3; i++)
|
||||
//{
|
||||
// GameObject instance = (GameObject)Instantiate(ga);//实例化npc
|
||||
// int a = Random.Range(0,5);//用随机数保证出生位置的随机性
|
||||
// Vector3 va = re[a].transform.position; //创建局部变量用来保存出生点的位置信息
|
||||
// instance.transform.position = va;
|
||||
//}
|
||||
}
|
||||
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
xiaofang/Assets/Script/Resurrection.cs.meta
Normal file
11
xiaofang/Assets/Script/Resurrection.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a06553bf892f7d2478e70adbc5774a58
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,10 +2,24 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public enum NpcState
|
||||
{
|
||||
Injuried, //ÊÜÉË
|
||||
Healthy//½¡¿µ
|
||||
|
||||
}
|
||||
|
||||
public class RecuseNpc : MonoBehaviour
|
||||
{
|
||||
private Button recusebtn;
|
||||
private void Start()
|
||||
|
||||
private CharacterControl chain;
|
||||
|
||||
private NpcState ns = NpcState.Injuried;
|
||||
|
||||
private bool statebool = false;
|
||||
private void Awake()
|
||||
{
|
||||
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||
|
||||
@ -13,9 +27,18 @@ public class RecuseNpc : MonoBehaviour
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if(other.name == "Man")
|
||||
recusebtn.gameObject.SetActive(true);
|
||||
|
||||
chain = other.GetComponent<CharacterControl>();
|
||||
if (statebool) return;
|
||||
other.GetComponent<CharacterControl>().cha = this.gameObject ;
|
||||
}
|
||||
|
||||
|
||||
public void Setnpcstate(NpcState npcState)
|
||||
{
|
||||
this.transform.Translate(Vector3.forward);
|
||||
Debug.Log("Setnpcstateµ÷ÓÃ");
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user