// // Update is called once per frame void Update() { if (Input.GetKeyUp(KeyCode.Q)) { whereSpawn.story_n = whereSpawn.story_n + 1; } time = Time.time; if (msgSys.IsCompleted == false) //如果開始對話,對話框會出現 { player.canmove = false; fade_P = false; panel.SetActive(true); // // if (iswho == "NPC_mom" || iswho == "NPC_flower") if (NPC.NPC_YN == true) { Player_2D.SetActive(true); nametext.SetActive(true); if (NPC.NPC_big_YN == true) { NPC_2D_big.SetActive(true); NPC_2D.SetActive(false); } if (NPC.NPC_big_YN == false) { NPC_2D_big.SetActive(false); NPC_2D.SetActive(true); } } else { Player_2D.SetActive(false); NPC_2D.SetActive(false); NPC_2D_big.SetActive(false); nametext.SetActive(false); NPC_2D_big.SetActive(false); } } if (msgSys.IsCompleted == true) //完成對話 { if (Input.GetKeyUp(KeyCode.Z)) { fade_P = true; player.canmove = true; msgSys.msgText = ""; msgSys.talkstart = false; // DialogueHolder_NPC.log_optionrecord=null; } } }
void Start() { canvas = GameObject.Find("Canvas"); selectscene_panel = canvas.transform.Find("selectscene_panel").gameObject; panel = canvas.transform.Find("Panel").gameObject; NPC_2D = panel.transform.GetChild(1).gameObject; NPC_2D_big = panel.transform.GetChild(2).gameObject; Player_2D = panel.transform.GetChild(3).gameObject; nametext = panel.transform.GetChild(6).gameObject; text_word = panel.transform.GetChild(4).gameObject.GetComponent <Text>(); DialogueHolder_NPC = FindObjectOfType <DialogueHolder_NPC>(); //NPC_change=NPC_2D; //-------------------- NPC_image = NPC_2D.GetComponent <Image>(); NPC_B_image = NPC_2D_big.GetComponent <Image>(); NPC_anim = NPC_2D.GetComponent <Animator>(); NPC_B_anim = NPC_2D_big.GetComponent <Animator>(); //--------------------- UC = this.GetComponent <UsageCase>(); msgSys = this.GetComponent <ES_MessageSystem>(); player = FindObjectOfType <Animationcontorler>(); NPC = FindObjectOfType <DialogueHolder_player>(); if (panel != null) { panel.SetActive(false); selectscene_panel.SetActive(false); } else { Debug.Log("F**k!"); } time_i = 0; // Player_2D.SetActive(false); // NPC_2D.SetActive(false); fade_P = true; NPC_2D_big.SetActive(false); }