/// <summary> /// 设置<seealso cref="Ped"/>为任务玩家 /// </summary> /// <param name="ped"></param> public static void SetAsFighter(this Ped ped) { MissionRelationship.SetPedAsFighter(ped); }
/// <summary> /// 设置<seealso cref="Ped"/>为任务敌人 /// </summary> /// <param name="ped"></param> /// <param name="isOnlyDamagedByFighterGroup">是否仅玩家可以对其造成伤害</param> public static void SetAsEnemy(this Ped ped, bool isOnlyDamagedByFighterGroup) { MissionRelationship.SetPedAsEnemy(ped, isOnlyDamagedByFighterGroup); }
/// <summary> /// 设置<seealso cref="Ped"/>为任务队友 /// </summary> /// <param name="ped"></param> public static void SetAsAlliance(this Ped ped) { MissionRelationship.SetPedAsAlliance(ped); }
/// <summary> /// 设置<seealso cref="Ped"/>组别为<seealso cref="RelationshipBaseGroup"/> /// </summary> /// <param name="ped"></param> /// <param name="relationshipGroup"></param> public static void SetRelationshipGroup(this Ped ped, RelationshipBaseGroup relationshipBaseGroup) { MissionRelationship.SetPedRelaionshipGroup(ped, (int)relationshipBaseGroup); }