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xiaofang/Assets/Resources/Character/Capsule.prefab
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xiaofang/Assets/Resources/Character/Capsule.prefab
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@ -20,6 +20,9 @@ public enum CharacterSkill
|
|||||||
jump,//2
|
jump,//2
|
||||||
Rescue//3
|
Rescue//3
|
||||||
}
|
}
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public class CharacterAin : MonoBehaviour
|
public class CharacterAin : MonoBehaviour
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{
|
{
|
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private Animator ain;
|
private Animator ain;
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@ -163,5 +166,9 @@ public class CharacterAin : MonoBehaviour
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}
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}
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}
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}
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||||||
|
IEnumerator jiutimer(float timer)
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|
{
|
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|
yield return new WaitForSeconds(timer);
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|
}
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}
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}
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@ -51,7 +51,7 @@ public class CharacterControl : MonoBehaviour
|
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private Button recubtn;
|
private Button recubtn;
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|
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|
public GameObject cha;
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// Start is called before the first frame update
|
// Start is called before the first frame update
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void Start()
|
void Start()
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{
|
{
|
||||||
@ -226,6 +226,14 @@ public class CharacterControl : MonoBehaviour
|
|||||||
{
|
{
|
||||||
yield return new WaitForSeconds(2);
|
yield return new WaitForSeconds(2);
|
||||||
Characterain.SetSkillAin(CharacterSkill.NoSkill);
|
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 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a06553bf892f7d2478e70adbc5774a58
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -2,10 +2,24 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public enum NpcState
|
||||||
|
{
|
||||||
|
Injuried, //ÊÜÉË
|
||||||
|
Healthy//½¡¿µ
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
public class RecuseNpc : MonoBehaviour
|
public class RecuseNpc : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Button recusebtn;
|
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>();
|
recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
|
||||||
|
|
||||||
@ -13,9 +27,18 @@ public class RecuseNpc : MonoBehaviour
|
|||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
|
if(other.name == "Man")
|
||||||
recusebtn.gameObject.SetActive(true);
|
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