IEnumerator BanditBleed2() { Instantiate(Resources.Load <GameObject>("Prefabs/Dialogue/Count_Slash"), NPC2.transform); yield return(new WaitForSeconds(.5f)); Instantiate(Resources.Load <GameObject>("Prefabs/Dialogue/Blood"), NPC2.transform); yield return(new WaitForSeconds(1f)); NPC2.GetComponent <Animator>().Play("M3_NPC_Down_Dead"); }
IEnumerator MoveBandits() { NPC.GetComponent <Rigidbody2D>().velocity = new Vector2(-.25f, 0); NPC.GetComponent <Animator>().Play("M_NPC_Left_Walk"); NPC2.GetComponent <Rigidbody2D>().velocity = new Vector2(-.25f, 0); NPC2.GetComponent <Animator>().Play("M3_NPC_Left_Walk"); yield return(new WaitForSeconds(3f)); NPC.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); NPC.GetComponent <Animator>().Play("M_NPC_Left_Idle"); NPC2.GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); NPC2.GetComponent <Animator>().Play("M3_NPC_Left_Idle"); yield return(new WaitForEndOfFrame()); }
static void Main(string[] args) { NPC1 npc1 = new NPC1(); NPC2 npc2 = new NPC2(); npc1.Heal += Show_Message; npc1.Attack += Show_Message; npc2.Heal += Show_Message; npc2.Attack += Show_Message; npc1.MinusHealth(20); npc1.MinusHealth(60); npc1.PlusHealth(400); npc1.MinusHealth(200); npc1.MinusHealth(20); npc1.PlusHealth(40); npc1.Stat(); WriteLine(); npc2.MinusHealth(90); npc2.PlusHealth(20); npc2.MinusHealth(50); npc2.PlusHealth(80); npc2.PlusHealth(20); npc2.PlusHealth(50); npc2.MinusHealth(30); npc2.Stat(); WriteLine(); Func <string> editor; new StringEdit("И наиболее используемыми, с которыми часто приходится сталкиваться, являются Action, Predicate и Func."); editor = StringEdit.DeletingPunctuationMarks; editor += StringEdit.ToLowerCase; editor += StringEdit.NumberAdding; editor += StringEdit.SpaceDeleting; editor += StringEdit.ToUpperCase; Operation(editor); WriteLine($"Окнончательный результат: {StringEdit.str}"); }
void Update() { if (PlayerManager.talk_man == 4) { if ((Input.GetKeyDown(KeyCode.Tab) && index == textList.Count) || (PlayerManager.isTalking && Input.GetKeyDown(KeyCode.Escape))) { index = 0; playertalk = 0; text_labe.text = " "; NPC["村民3動畫UI"].time = NPC["村民3動畫UI"].length; NPC["村民3動畫UI"].speed = -1; NPC.Play("村民3動畫UI"); NPC2["村民2動畫UI"].time = NPC2["村民2動畫UI"].length; NPC2["村民2動畫UI"].speed = -1; NPC2.Play("村民2動畫UI"); player["主角UI"].time = player["主角UI"].length; player["主角UI"].speed = -1; player.Play("主角UI"); dailog["對話框"].time = dailog["對話框"].length; dailog["對話框"].speed = -1; dailog.Play("對話框"); } else if (Input.GetKeyDown(KeyCode.Tab) && textfinish && PlayerManager.talkable) { playertalk++; StartCoroutine(SetTextUI()); } if (playertalk == 2 || playertalk == 4 || playertalk == 6 || playertalk == 7 || playertalk == 9) { m_NPC.color = new Color(0.3f, 0.3f, 0.3f, 1); m_player.color = new Color(1, 1, 1, 1); } else { m_player.color = new Color(0.3f, 0.3f, 0.3f, 1); m_NPC.color = new Color(1, 1, 1, 1); } } }