public virtual void Interact(FloatObject currentPlayerHealth, Observer playerHealthObserver) { Debug.Log("Current run time value before: " + currentPlayerHealth.runTimeValue); currentPlayerHealth.runTimeValue = currentPlayerHealth.maxRunTimeValue; Debug.Log("Current run time value after resting: " + currentPlayerHealth.runTimeValue); playerHealthObserver.Raise(); }
//生成飘字 public void UF_AddFloat(IUIUpdate ui) { if (ui != null) { ui.rectTransform.SetParent(this.transform); ui.rectTransform.localPosition = Vector3.zero; ui.rectTransform.localScale = Vector3.one; //重新计算各个飘字浮动位置 FloatObject floatword = UF_CreateFloat(); floatword.progress = 0; floatword.life = decayTime; floatword.ui = ui; if (mListFloat.Count > 0) { mListFloat.Add(default(FloatObject)); for (int k = mListFloat.Count - 1; k > 0; k--) { mListFloat [k] = mListFloat [k - 1]; Vector3 directPos = mListFloat [k].directPos; mListFloat [k].progress = 0; mListFloat [k].directPos = new Vector3(directPos.x, directPos.y + space, directPos.z); mListFloat [k].sourcePos = mListFloat [k].ui.rectTransform.localPosition; } mListFloat [0] = floatword; } else { mListFloat.Add(floatword); } } }
private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; floatingObject = GameObject.Find("Player").GetComponent <FloatObject>(); level_slider = scare_level_UI.GetComponent <ScareLevel>(); audio_source = GetComponent <AudioSource>(); agent.SetDestination(targets[0].position); }
void HandlePlayerReachObserveAngle(ObserveAngle observable) { StopAllCoroutines(); if (observable.playerReachCameraTransform.GetComponent <CamTriggerBackButtonTag>() != null) { OnCameraChangeTriggerBackButton(); } cameraRig.transform.position = observable.playerReachCameraTransform.position; cameraRig.transform.rotation = observable.playerReachCameraTransform.rotation; currentView = observable.playerReachCameraTransform.gameObject; FloatObject floatObject = observable.GetComponent <FloatObject>(); if (floatObject != null) { StartCoroutine(FollowCamCo(observable.playerReachCameraTransform)); } }
// Use this for initialization void Start() { floatObject = FindObjectOfType <FloatObject>(); }