public override void OnCreate() { StaticCircleCheck check = game.AddComponent <StaticCircleCheck>(); check.m_call = (isenter) => { Debug.Log("检测到有物体进入检测范围!!!!!!!!!!!"); }; base.OnCreate(); }
public override void OnCreate() { base.OnCreate(); StaticCircleCheck check = m_go.AddComponent <StaticCircleCheck>(); check.m_call = (isenter) => { Debug.Log("进入检测范围"); //follow跟随 }; }
public override void OnCreate() { base.OnCreate(); //添加检测脚本 StaticCircleCheck check = game.AddComponent <StaticCircleCheck>(); check.m_taget = World.Instance.player.game; check.m_call = (isenter) => { Notification notification = new Notification(); notification.Refresh("gather_trigger", monsterDate.ID); MsgCenter.Instance.SendMsg("ClientMsg", notification); }; m_pate = game.AddComponent <UIPate>(); m_pate.InitPate(-1); m_pate.m_name.gameObject.SetActive(false); m_pate.m_hp.gameObject.SetActive(false); m_pate.m_mp.gameObject.SetActive(false); m_pate.m_gather.gameObject.SetActive(true); }
public override void OnCreate() { base.OnCreate(); StaticCircleCheck check = m_go.AddComponent <StaticCircleCheck>(); check.m_taget = World.Instance.m_plyer.m_go; check.m_call = (isenter) => { Debug.Log(string.Format("主角触发了我,我是{0}", m_info.m_res)); Notification notify = new Notification(); notify.Refresh("gather_trigger", m_info.ID); MsgCenter.Instance.SendMsg("ClientMsg", notify); }; m_pate = m_go.AddComponent <UIPate>(); m_pate.InitPate(); m_pate.m_name.gameObject.SetActive(false); m_pate.m_hp.gameObject.SetActive(false); m_pate.m_mp.gameObject.SetActive(false); m_pate.m_gather.gameObject.SetActive(true); }