コード例 #1
0
ファイル: RoleObj.cs プロジェクト: EggPackage/ScenceEditor
    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();
    }
コード例 #2
0
ファイル: MonsterObj.cs プロジェクト: EggPackage/ScenceEditor
    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
        };
    }
コード例 #3
0
ファイル: RoleObj.cs プロジェクト: EggPackage/ScenceEditor
    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);
    }
コード例 #4
0
ファイル: MonsterObj.cs プロジェクト: EggPackage/ScenceEditor
    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);
    }