private void Update() { if (!Player.GetComponent <BasicMove>().GetControllable()) //人物不能动的时候更新对话,因为这时是对话状态 { if (NPCDialogList.Count <= 1 && PlayerDialogList.Count <= 1 && FirstTimeToRead) //NPCDialogList第一个留着用于存储对话id { ReFreshData(); Call(0);//升起NPC对话框 FirstTimeToRead = false; IsFinish = false; TurnToChange = true; //Debug.Log(NPCDialogList.Count); //Debug.Log(PlayerDialogList.Count); NPC.SetNPCDialogText(NPCDialogList[1]);//更新一次对话 NPCDialogList.Remove(NPCDialogList[1]); } if (Input.GetMouseButtonDown(0)) { if (!TurnToChange && NPCDialogList.Count > 1) { Call(0); NPC.SetNPCDialogText(NPCDialogList[1]); NPCDialogList.Remove(NPCDialogList[1]); TurnToChange = true; } else if (TurnToChange && PlayerDialogList.Count > 1) { Call(1); PlayerDialog.SetPlayerDialogText(PlayerDialogList[1]); PlayerDialogList.Remove(PlayerDialogList[1]); TurnToChange = false; } } else if (NPCDialogList.Count <= 1 && PlayerDialogList.Count <= 1 && !FirstTimeToRead) { if (NPCDialogList[0] != "0") { ShowMissionButton(); } else { CallReset(); IsFinish = true; FirstTimeToRead = true; } } } else { CallReset(); } }