private void ChangeDirection(NPC_DIRECTION _dir) { direction = _dir; switch (direction) { default: dir = Vector2.zero; break; case NPC_DIRECTION.UMOVE: dir = Vector2.up; break; case NPC_DIRECTION.LMOVE: dir = Vector2.left; break; case NPC_DIRECTION.RMOVE: dir = Vector2.right; break; case NPC_DIRECTION.DMOVE: dir = Vector2.down; break; } mRenderer.sprite = Info.SpriteInfo[direction][spriteId]; }
private void ResetNpc() { direction = NPC_DIRECTION.IDLE; moveRoad.Clear(); IsWait = false; IsBuy = false; spriteId = 0; mCondition = null; }
public MOVE_ROAD(Node node) { this.node = node; pos = node.pos; int tDir = 5 - (int)node.Direction; if (tDir > 4 || tDir < 0) { tDir = 0; } dir = (NPC_DIRECTION)tDir; }
public MOVE_ROAD(Node node, Vector3 pos, NPC_DIRECTION dir) { this.node = node; this.pos = pos; this.dir = dir; }