void Awake() { _player = GetComponent <Player>(); _doorInterface = GetComponent <DoorInterface>(); _checkpointInterface = GetComponent <CheckpointInterface>(); _carryInterface = GetComponent <CarryInterface>(); }
// Use this for initialization void Start() { doorInterface = door.GetComponent <DoorInterface> (); invItems = GameObject.FindObjectsOfType <InventoryItem>(); //Debug.Log ("Path: "+Application.dataPath); }
// Use this for initialization void Start() { doorInterface = GameObject.FindObjectOfType <DoorInterface> (); xrayInterface = GameObject.FindObjectOfType <XRayInterface> (); console = GameObject.FindObjectOfType <XRayConsole> (); xRayTableSpot.enabled = false; userActions = new UserActions(); }
public void excuteLeaveRoomEvent(DoorInterface door, RoomInterface ri, Character chara) { //这个房间有没有离开事件 eventI = ri.getRoomEvent(EventConstant.LEAVE_EVENT); //不为空有事件 if (eventI != null) { Debug.Log("有离开事件"); leaveExecuted = false; this.ri = ri; this.chara = chara; this.door = door; phase = 1; messageUI.getResult().setDone(false); showMessageUi(eventI.getEventBeginInfo(), eventI.getSelectItem()); } else { //为空没有事件 Debug.Log("没有离开事件"); door.playerOpenDoorResult(true); } }