/// <summary>
        /// active npc2 dialog
        /// </summary>
        private void ActiveNPC2_Dialog()
        {
            LoadNPC2_Texture();

            _ConmmonTriggerType = CommonTriggerType.NPC2_Dialog;

            View_PlayerInfoResponse.Instance.HideET();

            dialogUI.SetActive(true);

            DisplayNextDialog(6);
        }
示例#2
0
 /// <summary>
 /// 激活NPC1对话
 /// ***改进:重构(4个参数)***
 /// </summary>
 private void ActiveNPC1_Dialog()
 {
     //给NPC1,动态加载贴图
     LoadNPC1_Texture();
     //赋值当前状态
     _CommonTriggerType = CommonTriggerType.NPC1_Dialog;
     //禁用ET
     View_PlayerInfoResponse.Instance.HideET();
     //显示对话UI面板
     goDialogsPanel.gameObject.SetActive(true);
     //显示首句对话
     DisplayNextDialog(NPC1_SECTION_NUM);
 }
示例#3
0
        /// <summary>
        /// 注册用私有方法:利用触发器生成敌人的总管理器
        /// </summary>
        /// <param name="ctt"></param>
        private void SpawnEnemyMgr(CommonTriggerType ctt)
        {
            switch (ctt)
            {
            case CommonTriggerType.Enemy1_Spawn:
                //动态加载,单次控制
                if (IsSingleCtrl[0])
                {
                    SpawnEnemy_Area_A();
                    IsSingleCtrl[0] = false;
                }
                break;

            case CommonTriggerType.Enemy2_Spawn:
                //动态加载,单次控制
                if (IsSingleCtrl[1])
                {
                    SpawnEnemy_Area_B();
                    IsSingleCtrl[1] = false;
                }
                break;

            case CommonTriggerType.Enemy3_Spawn:
                //动态加载,单次控制
                if (IsSingleCtrl[2])
                {
                    SpawnEnemy_Area_C();
                    IsSingleCtrl[2] = false;
                }
                break;

            case CommonTriggerType.EnemyBOSS_Spawn:
                //动态加载,单次控制
                if (IsSingleCtrl[3])
                {
                    //设置透明墙
                    SetAirWall(goWalls);
                    //设置背景音乐
                    AudioManager.PlayBackground(Auc_BOSSBattle);
                    //生成敌人
                    SpawnEnemy_Area_BOSS();
                    IsSingleCtrl[2] = false;
                }
                break;

            default:
                break;
            }
        }
        /// <summary>
        /// perpare start dialogs
        /// </summary>
        /// <param name="CTT"></param>
        private void StartDialogPrepare(CommonTriggerType CTT)
        {
            switch (CTT)
            {
            case CommonTriggerType.None:
                break;

            case CommonTriggerType.NPC1_Dialog:
                ActiveNPC1_Dialog();
                break;

            case CommonTriggerType.NPC2_Dialog:
                ActiveNPC2_Dialog();
                break;

            default:
                break;
            }
        }
示例#5
0
        /// <summary>
        /// 开始对话准备
        /// </summary>
        /// <param name="ctt"></param>
        private void StartdialogsPrepare(CommonTriggerType ctt)
        {
            switch (ctt)
            {
            case CommonTriggerType.None:
                break;

            case CommonTriggerType.NPC1_Dialog:
                ActiveNPC1_Dialog();
                break;

            case CommonTriggerType.NPC2_Dialog:
                ActiveNPC2_Dialog();
                break;

            case CommonTriggerType.NPC3_Dialog:
                break;

            default:
                break;
            }
        }