示例#1
0
    public void BuildTownFriendsForTeam(NpcTeamBean teamData, Vector3 npcPosition)
    {
        if (teamData == null)
        {
            return;
        }
        if (listExistTeamId.Contains(teamData.id))
        {
            return;
        }
        //设置小队相关
        string teamCode  = SystemUtil.GetUUID(SystemUtil.UUIDTypeEnum.N);
        Color  teamColor = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));

        //获取小队成员数据
        teamData.GetTeamCharacterData(out List <CharacterBean> listLeader, out List <CharacterBean> listMembers);
        GameDataBean gameData = GameDataHandler.Instance.manager.GetGameData();
        //设置小队人数(团队领袖全生成,小队成员随机生成)
        int npcNumber = listLeader.Count + listMembers.Count;

        for (int i = 0; i < npcNumber; i++)
        {
            CharacterBean characterData = null;
            if (i < listLeader.Count)
            {
                characterData = listLeader[i];
            }
            else
            {
                characterData = listMembers[i - listLeader.Count];
            }

            //获取好感
            CharacterFavorabilityBean characterFavorability = gameData.GetCharacterFavorability(characterData.npcInfoData.id);

            GameObject npcObj = Instantiate(objContainer, objFriendModel);

            npcObj.transform.localScale = new Vector3(1, 1);
            npcObj.transform.position   = npcPosition + new Vector3(UnityEngine.Random.Range(-0.5f, 0.5f), UnityEngine.Random.Range(-0.5f, 0.5f));

            BaseNpcAI baseNpcAI = npcObj.GetComponent <BaseNpcAI>();
            baseNpcAI.SetCharacterData(characterData);
            baseNpcAI.AddStatusIconForFriend();
            baseNpcAI.AddStatusIconForGuestTeam(teamColor);
            baseNpcAI.SetFavorabilityData(characterFavorability);

            NpcAICostomerForFriendCpt customerAI = baseNpcAI.GetComponent <NpcAICostomerForFriendCpt>();
            customerAI.SetTeamData(teamCode, teamData, i, teamColor);
            customerAI.SetIntent(NpcAICustomerCpt.CustomerIntentEnum.Want);
        }
        listExistTeamId.Add(teamData.id);
    }
示例#2
0
    public void BuildTownFriendsForOne(CharacterBean characterData, CharacterFavorabilityBean characterFavorability, Vector3 npcPosition)
    {
        //生成NPC
        GameObject npcObj = BuildNpc(listFriendHide, objFriendModel, characterData, npcPosition);

        BaseNpcAI baseNpcAI = npcObj.GetComponent <BaseNpcAI>();

        baseNpcAI.SetCharacterData(characterData);
        baseNpcAI.SetFavorabilityData(characterFavorability);
        baseNpcAI.AddStatusIconForFriend();

        NpcAICostomerForFriendCpt customerAI = baseNpcAI.GetComponent <NpcAICostomerForFriendCpt>();

        customerAI.SetIntent(NpcAICustomerCpt.CustomerIntentEnum.Want);

        listExistNpcId.Add(characterData.npcInfoData.id);
    }