示例#1
0
    // Update is called once per frame
    void Update()
    {
        Dynamic cPlayerDynamic = m_objPlayer.GetComponent <Dynamic>();

        cPlayerDynamic.SphereCollisionProcess(m_listMonsters);

        for (int i = 0; i < m_listMonsters.Count; i++)
        {
            NPCNavTarcking cNavTracking = m_listMonsters[i].GetComponent <NPCNavTarcking>();
            Player         cMonster     = m_listMonsters[i].GetComponent <Player>();
            cNavTracking.SphereCollisionProcess(m_objPlayer);

            if (cMonster.Dead())
            {
                m_listMonsters[i].SetActive(false);
                m_listMonsters[i].transform.position = m_cDeadDumy.position;

                m_cResponManager.SetResponPoint(i, m_listMonsters[i]);
                m_queResponQueue.Enqueue(m_listMonsters[i].GetComponent <Player>());
                StartCoroutine("MonsterRespron");
            }
        }

        if (m_cGUIManager.m_objSelect.activeSelf == false)
        {
            if (User.Collision.ColSphere(m_cNPC.transform.position, 3, cPlayerDynamic.transform.position))
            {
                m_cGUIManager.m_objSelect.SetActive(true);
            }
        }

        Player cPlayer = m_objPlayer.GetComponent <Player>();

        m_cGUIManager.m_cHPStatus.SetHP(cPlayer.Status.m_nHP, cPlayer.MaxHP);


        Dynamic cDynamic = m_objPlayer.GetComponent <Dynamic>();

        cDynamic.JoystickMove(m_cGUIManager.m_cJoystick.m_vecDir);

        if (Input.GetKeyDown(KeyCode.I))
        {
            if (m_cGUIManager.m_cInventoryManager.gameObject.activeSelf == false)
            {
                m_cGUIManager.m_cInventoryManager.Set(cPlayer);
                m_cGUIManager.m_cInventoryManager.gameObject.SetActive(true);
            }
            else
            {
                m_cGUIManager.m_cInventoryManager.gameObject.SetActive(false);
            }
        }
    }
示例#2
0
    // Update is called once per frame
    void Update()
    {
        Dynamic cPlayerDynamic = m_objPlayer.GetComponent <Dynamic>();
        Player  cPlayer        = m_objPlayer.GetComponent <Player>();

        cPlayerDynamic.SphereCollisionProcess(m_listMonsters);

        for (int i = 0; i < m_listMonsters.Count; i++)
        {
            NPCNavTarcking cNavTracking = m_listMonsters[i].GetComponent <NPCNavTarcking>();
            Player         cMonster     = m_listMonsters[i].GetComponent <Player>();

            cNavTracking.SphereCollisionProcess(m_objPlayer);
            if (cMonster.Dead())
            {
                m_listMonsters[i].SetActive(false);
                m_listMonsters[i].transform.position = m_cDeadDumy.position;
            }
        }
    }