147 lines
3.2 KiB
C#
147 lines
3.2 KiB
C#
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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public enum Npcstate
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{
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idle,
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dead,
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run
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}
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public class RecuseNpc : MonoBehaviour
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{
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public static RecuseNpc instance;
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private Button recusebtn;
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private bool statebool = false;
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private Animator anim;
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public Npcstate nstate = Npcstate.dead;
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private bool movebool = false;
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public Transform target;
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public Vector3 currentTarget;
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// 存储目标点的List
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public List<Vector3> targetPoints = new List<Vector3>();
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private void Awake()
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{
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instance = this;
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recusebtn = GameObject.Find("Canvas/Recuse").GetComponent<Button>();
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anim = this.GetComponent<Animator>();
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}
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private void OnTriggerEnter(Collider other)//通过触发器得到对应的救援组人员标签,是否显现出UI
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{
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if(other.tag == "Player")
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recusebtn.gameObject.SetActive(true);
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if (statebool) return;
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other.GetComponent<CharacterInturn>().cha = this.gameObject ;
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}
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private void OnTriggerExit(Collider other)
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{
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recusebtn.gameObject.SetActive(false);
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}
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//设置NPC的状态
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public void Setnpcstate()//点击救援按钮执行完动作后对按钮进行隐藏
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{
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movebool = true;
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nstate = Npcstate.run;
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recusebtn.gameObject.SetActive(false);
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Debug.Log("Setnpcstate调用");
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}
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//设置NPC的目标点
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public void SetNpcDes(Vector3 tar)
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{
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//target.position = tar;
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targetPoints.Add(tar); // 将目标点添加到列表中
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}
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private void Update()
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{
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if (targetPoints.Count > 0) // 确保列表中有目标点
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{
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currentTarget = targetPoints[0]; // 获取当前的目标点
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if (Vector3.Distance(transform.position, currentTarget) < 1.3f && movebool && currentTarget != null) // 判断人物被救援后移动到目标位置
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{
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Debug.Log("到达目标点");
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// 达到目标后,从列表中移除该目标点
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if(targetPoints.Count > 1)
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{
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targetPoints = RemoveDes();
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}
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else
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{
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targetPoints = null;
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}
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// 设置NPC状态
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nstate = Npcstate.idle;
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movebool = false;
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}
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}
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// 继续处理NPC的状态和动画
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switch (nstate)
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{
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case Npcstate.idle:
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SetAni(2);
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break;
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case Npcstate.run:
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movebool = true;
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Run(currentTarget);
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break;
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case Npcstate.dead:
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SetAni(0);
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break;
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}
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}
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//删除目标点
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public List<Vector3> RemoveDes()
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{
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List<Vector3> list = new List<Vector3>();
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for(int i= 1;i<targetPoints.Count;i++)
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{
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list[i-1] = targetPoints[i];
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}
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return list;
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}
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//跑步逻辑
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public void Run(Vector3 target)
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{
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if (movebool)
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{
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SetAni(1);
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transform.LookAt(target);
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transform.position = Vector3.Lerp(transform.position, target, 0.3f * Time.deltaTime);
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}
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}
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public void SetAni(int x)
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{
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anim.SetInteger("state", x);
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}
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}
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