/// <summary> /// 意图-走向客户 /// </summary> private void SetIntentForGoToCustomer() { if (accostPro != null) { accostPro.SetActive(false); } //设置客户等待 npcAICustomer.SetIntent(NpcAICustomerCpt.CustomerIntentEnum.WaitAccost); //走向客户 movePosition = Vector3.Lerp(transform.transform.position, npcAICustomer.transform.position, 0.9f); npcAIWorker.characterMoveCpt.SetDestination(movePosition); //展示表情 npcAIWorker.SetExpression(CharacterExpressionCpt.CharacterExpressionEnum.Surprise); }
public void BuildCustomer(Vector3 npcPosition) { //生成NPC GameObject npcObj = BuildNpc(npcPosition); //设置意图 NpcAICustomerCpt customerAI = npcObj.GetComponent <NpcAICustomerCpt>(); //想要吃饭概率 if (GameTimeHandler.Instance.GetDayStatus() == GameTimeHandler.DayEnum.Work && IsWantEat(CustomerTypeEnum.Normal)) { customerAI.SetIntent(NpcAICustomerCpt.CustomerIntentEnum.Want); } else { customerAI.SetIntent(NpcAICustomerCpt.CustomerIntentEnum.Walk); } }