public OrderForHotel(NpcAICustomerForHotelCpt customer, BuildBedCpt bed) { this.customer = customer; this.bed = bed; orderHotelStatus = OrderHotelStatusEnum.Start; sleepTime = UnityEngine.Random.Range(1, 3); }
/// <summary> /// 创建一个住宿订单 /// </summary> /// <param name="npc"></param> /// <param name="buildBedCpt"></param> /// <returns></returns> public OrderForHotel CreateOrderForHotel(NpcAICustomerForHotelCpt npc, BuildBedCpt buildBedCpt) { OrderForHotel order = new OrderForHotel(npc, buildBedCpt); hotelQueue.Add(order); listOrder.Add(order); return(order); }
public void BuildCustomerForHotel(Vector3 npcPosition) { //生成NPC GameObject npcObj = BuildNpc(listCustomerForHotelHide, objCustomerForHotelModel, npcPosition); //设置意图 NpcAICustomerForHotelCpt customerAI = npcObj.GetComponent <NpcAICustomerForHotelCpt>(); //想要吃饭概率 if (GameTimeHandler.Instance.GetDayStatus() == GameTimeHandler.DayEnum.Work && InnHandler.Instance.GetInnStatus() == InnHandler.InnStatusEnum.Open) { customerAI.SetIntent(NpcAICustomerForHotelCpt.CustomerHotelIntentEnum.GoToInn); } else { customerAI.SetIntent(NpcAICustomerForHotelCpt.CustomerHotelIntentEnum.Walk); } }
public void SetDataForCustomerHotel(NpcAICustomerForHotelCpt npcAICustomer) { this.targetNpcAIForCustomerHotel = npcAICustomer; //设置类型 if (npcAICustomer.orderForHotel == null) { SetType(TextHandler.Instance.manager.GetTextById(70)); } else { SetType(TextHandler.Instance.manager.GetTextById(60)); //设置状态 objNpcStatus.SetActive(true); npcAICustomer.GetCustomerHotelStatus(out string customerStatus); SetStatus(customerStatus); } ShowCustomerHotelData(); }