public override void Initialize() { if (NPC != null)//如果有NPC布置了击杀巫师的任务 { //完成任务需求的对象 talker = NPC.GetComponent <TalkUI>(); } priorityInType = 1; player = GameObject.Find("Player"); movementComponent = GetComponent <MovementWitcher>(); if (movementComponent == null) { Debug.LogError("在Witcher中,没有找到Movement脚本!"); } attackComponent = GetComponent <WitcherAttack>(); if (attackComponent == null) { Debug.LogError("在Witcher中,没有找到Attack脚本!"); } defenceComponent = GetComponent <DefenceEnemies>(); if (defenceComponent == null) { Debug.LogError("在Witcher中,没有找到Defence脚本!"); } //设置最大生命值 defenceComponent.Initialize(10); }
public override void Initialize() { if (NPC != null)//如果有NPC布置了击杀FlyEyes的任务 { //完成任务需求的对象 talker = NPC.GetComponent <TalkUI>(); } priorityInType = 2; //movementComponent = GetComponent<FlyingEyeMovement>(); //if (movementComponent == null) //{ // Debug.LogError("在FlyingEye中,没有找到Movement脚本!"); //} attackComponent = GetComponent <FlyingEyeAttack>(); if (attackComponent == null) { Debug.LogError("在FlyingEye中,没有找到Attack脚本!"); } defenceComponent = GetComponent <DefenceEnemies>(); if (defenceComponent == null) { Debug.LogError("在FlyingEye中,没有找到Defence脚本!"); } //设置最大生命值 defenceComponent.Initialize(3); }
// Start is called before the first frame update void Start() { if (NPC != null)//如果有NPC布置了击杀Boss的任务 { //完成任务需求的对象 talker = NPC.GetComponent <TalkUI>(); } }
public void PressHello() { UIManager.Instance.Close(gameObject); UIManager.UIData data = UIManager.Instance.Open(UIID.Talk); GameObject obj = data.UIObject; if (obj != null) { TalkUI pdui = obj.GetComponent <TalkUI> (); pdui.SetName(_info.Name); } }
protected override void ReleaseSelf(bool calledDestroy) { if (!calledDestroy) { EventDispatcher.Broadcast("GuideManager.TalkUIClose"); MainTaskManager.Instance.ShowTalkUINpc = 0; UIStackManager.Instance.PopTownUI(); } if (SystemConfig.IsReleaseResourceOn && calledDestroy) { TalkUI.Instance = null; base.ReleaseSelf(true); } }
private void Awake() { TalkUI.Instance = this; base.AwakeBase(BindingContext.BindingContextMode.MonoBinding, false); GuideManager.Instance.out_system_lock = true; }
bool isSpeaking; //是否进行了语音输入 // Start is called before the first frame update void Awake() { GetTextContent(DialogContent); talkUI = NPC.GetComponent <TalkUI>(); }