/// <summary> /// 根据角色类型获取角色 /// </summary> /// <param name="npcType"></param> /// <returns></returns> public List <NpcAIMiniGameCookingCpt> GetCharacterByType(NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum npcType) { switch (npcType) { case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Player: List <NpcAIMiniGameCookingCpt> listData = new List <NpcAIMiniGameCookingCpt>(); listData.AddRange(listEnemyCharacter); listData.Insert(Random.Range(0, listEnemyCharacter.Count + 1), userCharacter); return(listData); case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Auditer: return(listAuditerCharacter); case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Compere: return(listCompereCharacter); } return(null); }
public void CreateCharacterList(List <MiniGameCharacterBean> listCharacterData, List <Vector3> listCharacterPosition, NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum npcType) { if (CheckUtil.ListIsNull(listCharacterData)) { return; } for (int i = 0; i < listCharacterData.Count; i++) { MiniGameCharacterBean itemCharacterData = listCharacterData[i]; NpcAIMiniGameCookingCpt npcCpt = CreateCharacter(itemCharacterData, listCharacterPosition[i], npcType); switch (npcType) { case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Player: listEnemyCharacter.Add(npcCpt); npcCpt.characterMoveCpt.SetMoveSpeed(5); break; case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Auditer: listAuditerCharacter.Add(npcCpt); break; case NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum.Compere: listCompereCharacter.Add(npcCpt); break; } } }
private NpcAIMiniGameCookingCpt CreateCharacter(MiniGameCharacterBean characterGameData, Vector3 startPosition, NpcAIMiniGameCookingCpt.MiniGameCookingNpcTypeEnum npcType) { GameObject objCharacter = Instantiate(objNpcContainer, objNpcModel, startPosition); NpcAIMiniGameCookingCpt npcCpt = objCharacter.GetComponent <NpcAIMiniGameCookingCpt>(); npcCpt.startPosition = startPosition; npcCpt.SetNpcType(npcType); npcCpt.SetData((MiniGameCharacterForCookingBean)characterGameData); npcCpt.OpenAI(); return(npcCpt); }