// Update is called once per frame void Update() { switch (TaskStepManagaer.Instance.GetCurTaskID()) { case 1001: { _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); _audioWaitTime = npc.GetCurAudioLength(1001); npc.PlaySound(1001); } break; case 1002: { npc.PlaySound(1002); } break; case 1003: { npc.PlaySound(1003); } break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; //case 1001: // { // npc.PlaySound(TaskStepManagaer.Instance.GetCurTaskID()); // } // break; default: break; } }
//public bool IsHasCurTask() //{ //} private void EnterTask(NPC_StoryConfig melissaTask) { Debug.Log("Melissa--当前剧情" + melissaTask.taskId + "---" + melissaTask.description); //_melissaAudioController.PlaySound(melissaTask.audioId); _curMelissaTask = melissaTask; _melissaController.SetTargetPoint(melissaTask.targetPos); _melissaAudioController.PlaySound(melissaTask.audioId); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (melissaTask.audioId > 0) { _audioWaitTime = _melissaAudioController.GetCurAudioLength(melissaTask.audioId); } else { _audioWaitTime = 0f; } switch (melissaTaskProcess.curTaskID) { case 1000: //出现 //_melissaController.SetCanSkipStep(true); //test _melissaController.SetState(MelissaController.STATE.RUN); break; case 1001: //妈妈 _isStartTimer = true; //可以开始计时 //FinishCurTaskImmediately();//test break; case 1002: //妈妈,门口有人 _melissaController.SetState(MelissaController.STATE.TALK); _isStartTimer = true; //可以开始计时 //FinishCurTaskImmediately();//test break; case 1003: //跟我来 FinishCurTask(); break; case 1004: //走向走廊 _melissaController.SetCanSkipStep(true); _melissaController.SetState(MelissaController.STATE.WALK); break; case 1005: //走向房间门口 _melissaController.SetCanSkipStep(true); _melissaController.SetState(MelissaController.STATE.WALK); break; case 1006: //偷瞄一眼 _melissaController.SetState(MelissaController.STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1007: //开门 _melissaController.SetState(MelissaController.STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1008: //跑进去 _melissaController.SetState(MelissaController.STATE.RUN); break; case 1009: //躲在桌子下面,等待玩家进入房间 _isStartDetection = true; _melissaController.SetState(MelissaController.STATE.CROUCH); //FinishCurTaskImmediately();//test break; case 1010: //你不能使用枪械,否则整个地方都会炸开,看那里 _melissaController.SetState(MelissaController.STATE.CROUCH); FinishCurTask(); break; case 1011: //跟着玩家走 _melissaController.SetState(MelissaController.STATE.FOLLOW); FinishCurTaskDelay(0.5f); break; case 1012: //如果玩家想硬闯,跟随或者跑掉 _melissaController.SetState(MelissaController.STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1013: //跟玩家建议用通风管道,等待玩家打开通风管道 _melissaController.SetState(MelissaController.STATE.WALK); break; case 1014: //张开双手,等待玩家将自己放进管道 _isStartDetection = true; _melissaController._isCanCreep = true; _melissaController.SetState(MelissaController.STATE.OPEN_HAND); //FinishCurTaskImmediately();//test break; case 1015: //爬向出口 _melissa.transform.position = new Vector3(-17.478f, 49.518f, 27.481f); //test _melissaController.SetState(MelissaController.STATE.CREEP); break; case 1016: //提示玩家向通风口外看 _melissaController.SetState(MelissaController.STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1017: //走出通风口 _isStartDetection = true; _melissaController.SetCanSkipStep(false); _melissaController.SetState(MelissaController.STATE.WALK); break; case 1018: //跟随玩家 _isStartDetection = true; _melissaController.SetState(MelissaController.STATE.FOLLOW); //FinishCurTaskDelay(0.5f); break; case 1019: //玩家进门时,说话 FinishCurTask(); break; case 1020: //跟随玩家 _isStartDetection = true; _melissaController.SetState(MelissaController.STATE.FOLLOW); //FinishCurTaskDelay(0.5f); break; case 1021: //到达实验室,说话 _melissaController.SetState(MelissaController.STATE.TALK); FinishCurTask(); break; case 1022: //走向桌子 _melissaController.SetCanSkipStep(true); _melissaController.SetState(MelissaController.STATE.WALK); break; case 1023: //玩家砸玻璃,躲到桌子下 _isStartDetection = true; _melissaController.SetState(MelissaController.STATE.CROUCH); break; case 1024: //玩家打死 僵尸之后,跟随玩家 _isStartDetection = true; _melissaController.SetState(MelissaController.STATE.FOLLOW); //_melissaController.SetState(MelissaController.STATE.WALK); //FinishCurTaskDelay(0.5f); break; case 1025: //妈妈,你在吗 _isStartTimer = true; //开始计算说话时间 _melissaController.SetState(MelissaController.STATE.TALK); //FinishCurTask(); break; case 1026: //好的,妈妈!我会守在这等你。 _isStartTimer = true; _melissaController.SetState(MelissaController.STATE.TALK); //FinishCurTask(); //TODO等待玩家锯开门 break; case 1027: //与Amy团聚 _melissaController.SetState(MelissaController.STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1028: //Amy死了,Melissa恨死玩家,摔门而去 _melissaController.SetState(MelissaController.STATE.RUN); break; } }
private void EnterStory(NPC_StoryConfig story) { Debug.Log("Lizzy--当前任务ID" + story.taskId + "---" + story.description); _curLizzyTask = story; _lizzyAudioController.PlaySound(story.audioId); _lizzyController.SetTargetPoint(story.targetPos); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (story.audioId > 0) { _audioWaitTime = _lizzyAudioController.GetCurAudioLength(story.audioId); } else { _audioWaitTime = 0f; } switch (_lizzyStoryProcess.curTaskID) { case 1001: //出现 //FinishCurTaskImmediately(1007); //test //_isStartDetection = true; //_lizzyController.SetCanSkipStep(false); //_lizzyController.SetState(LizzyController.STATE.RUN); //FinishCurTask(); //test break; case 1002: //说话:快帮帮我们!我们需要帮助! _isStartTimer = true; //FinishCurTask(); //test break; case 1003: //说话:你到底在想些什么? _isStartTimer = true; //FinishCurTask(); //test break; case 1004: //说话:好我知道! _isStartTimer = true; //FinishCurTask(); //test break; case 1005: //逃跑 _lizzy.transform.position = new Vector3(-0.74f, 80.61f, 36.32f); //_lizzyController.SetCanSkipStep(false); _isStartDetection = true; _lizzyController.SetState(LizzyController.STATE.IDLE); //FinishCurTask(); //test break; case 1006: //陷入困境 _isStartDetection = true; _lizzyController.SetCanSkipStep(false); _lizzyController.SetState(LizzyController.STATE.RUN); break; case 1007: //看到玩家后,说话:啊呃呃,救我…救我出这里! FinishCurTask(); break; case 1008: //说话:谁..你是谁?…噢是你!对不起不是我的错。George...! FinishCurTask(); break; case 1009: //(哭泣道)…我不想死…至少不要在今天… TaskStepManagaer.Instance.FinishCurTaskImmediately(); FinishCurTask(); //_isStartDetection = true; break; case 1010: //如果玩家走开不救,:不…不要…不要留我在这里等死!求求你!!!(Lizzy剧情结束) _isStartDetection = true; _lizzyController.SetCanSkipStep(false); _lizzyController.SetState(LizzyController.STATE.RUN); //if (_isRescued) //救了就立即跳到下一步 //{ // FinishCurTaskImmediately(); //} break; case 1011: //如果被救,:谢谢你救我!对于之前发生的事情,我很抱歉,因为我太害怕了! _lizzyController.SetState(LizzyController.STATE.DEATH); TaskStepManagaer.Instance.FinishCurTaskImmediately(); //FinishCurTask(); break; case 1012: //如果被救,:谢谢你救我!对于之前发生的事情,我很抱歉,因为我太害怕了! FinishCurTask(); break; case 1013: //:不管怎么样…我知道有条路可以带你到顶楼。跟我来! FinishCurTask(); break; case 1014: //带领玩家走 _lizzyController.SetCanSkipStep(true); _lizzyController.SetState(LizzyController.STATE.WALK); TaskStepManagaer.Instance.FinishCurTaskImmediately(); //FinishCurTask(); break; case 1015: //搬橱柜,玩家帮忙 _isStartDetection = true; _lizzyController.SetState(LizzyController.STATE.IDLE); //FinishCurTask(); break; case 1016: //“这个通道直达那边的楼梯,通过楼梯到上一层,那里有...” FinishCurTask(); break; case 1017: //被攻击,“阿呃呃” _lizzyController.SetState(LizzyController.STATE.DEATH); break; case 1018: //技能动作,被攻击 FinishCurTask(); break; case 1019: //躺在地上,奄奄一息 //_lizzyController.SetState(LizzyController.STATE.LAY_DOWN); FinishCurTask(); break; case 1020: //打败敌人后,“咳咳…我想我活不了了。救救Rick…” FinishCurTask(); break; case 1021: //咳嗽,吐血 FinishCurTask(); break; case 1022: //“谢谢你…还有..对不…起” FinishCurTask(); break; case 1023: //极乐 _lizzyController.SetState(LizzyController.STATE.DEATH); break; } }
private void EnterTask(NPC_StoryConfig task) { Debug.Log("Amy--当前剧情" + task.taskId + "---" + task.description); _amyAudioController.PlaySound(task.audioId); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (task.audioId > 0) { _audioWaitTime = _amyAudioController.GetCurAudioLength(task.audioId); } else { _audioWaitTime = 0f; } switch (_amyStoryProcess.curStoryID) { case 1000: //出现 FinishCurTask(); break; case 1001: //RICK 你快滚开 _isStartTimer = true; //FinishCurTask(); break; case 1002: //是你吗,宝贝你是怎么逃出来的 _isStartTimer = true; //FinishCurTask(); break; case 1003: //外面的先生,不管你是谁,请不要伤害 我的女儿 _isStartTimer = true; //FinishCurTask(); break; case 1004: //Melissa可以帮你,麻烦你照顾好她 _isStartTimer = true; //FinishCurTask(); //test break; case 1005: //Amy走过去,平息George //FinishCurTask(); FinishCurTaskImmediately(); break; case 1006: //Emily,他说得也有道理…难道你不想离开这里? _isStartTimer = true; break; case 1007: //你愿意牺牲你自己,我也可以 _isStartTimer = true; break; case 1008: //你曾经有个儿子,你忘了? _isStartTimer = true; break; case 1009: //好 现在让我们等! //FinishCurTask(); break; case 1010: //Melissa?宝贝,我在! _isStartTimer = true; //开始计时 //FinishCurTask(); break; case 1011: //咦,Rick呢!George,Rick不见了! _isStartTimer = true; //说完跳到小女孩1010步 //FinishCurTask(); break; case 1012: //Liz你觉得我们要去哪里? _isStartTimer = true; //说完跳到lizzy 1004步 Level_10_Manager.Instance.CanChainsaw = true; //FinishCurTask(); break; case 1013: //与Melissa团聚 FinishCurTask(); break; case 1014: //拿起激光锯打玩家 _amyController.SetTarget(task.target); _amyController.SetState(AmyController.STATE.ATTACK_WALK); break; case 1015: //身死道消 _amyController.SetState(AmyController.STATE.DEAD); break; } }
public void EnterTask(NPC_StoryConfig task) { Debug.Log("Jaycee--当前任务ID" + task.taskId + "---" + task.description); _curStory = task; _jayceeAudioController.PlaySound(task.audioId); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (task.audioId > 0) { _audioWaitTime = _jayceeAudioController.GetCurAudioLength(task.audioId); } else { _audioWaitTime = 0f; } switch (jayceeStoryProcess.curTaskID) { case 1001: //Jaycee出现 _jayceeHumanController.StartAppear(); FinishCurTaskDelay(0.5f); break; case 1002: //走向门口 //_jayceeHumanController.SetTargetPoint(task.targetPos); //_jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); FinishCurTask(); break; case 1003: //回头看 FinishCurTaskImmediately(); break; case 1004: //向厕所跑 _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); break; case 1005: //在厕所等待玩家,拿起扫把 _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); humanState.transform.Rotate(new Vector3(0, 180, 0)); _jayceeHumanController.SetActiveBesom(true); _jayceeHumanController.isCanRobBesom = true; TaskStepManagaer.Instance.FinishCurTaskImmediately(); break; case 1006: //玩家从大厅进门后,说话 _isStartDetection = true; break; case 1007: //玩家到达门口,说话 _isStartDetection = true; break; case 1008: //进门,打玩家 _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.ATTACK); break; case 1009: //抢完了扫把,蹲在地上说话 _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.CROUCH); break; case 1010: //玩家出去之后,到达某一点,跑出去,等玩家 _isStartDetection = true; _jayceeHumanController.SetCanSkipStep(false); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); break; case 1011: //跑向房间 _isStartDetection = true; _jayceeHumanController.SetCanSkipStep(false); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); //TaskStepManagaer.Instance.FinishCurTaskImmediately(); break; case 1012: //玩家到了另一个房间,跑出来 _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); break; case 1013: //跑出来之后,骂玩家 _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); TaskStepManagaer.Instance.FinishCurTaskImmediately(); break; case 1014: //玩家走近之后,带领玩家走 FinishCurTaskImmediately(); break; case 1015: //带玩家走 _jayceeHumanController.SetTarget(_curStory.target.gameObject); _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.LEADER); TaskStepManagaer.Instance.FinishTaskTo(7001); break; case 1016: //楼塌,跳过去 _jayceeHumanController.SetCanSkipStep(false); _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK); _jayceeHumanController.SetTargetPoint(task.targetPos); break; case 1017: //往角落跑 _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK); _jayceeHumanController.SetTargetPoint(task.targetPos); break; case 1018: //跑向房间 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK); _jayceeHumanController.SetTargetPoint(task.targetPos); break; case 1019: //跑向一个房间,关门,等待玩家 _isStartDetection = true; _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); //FinishCurTaskDelay(0.5f);//test break; case 1020: //再次见到玩家,说话 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); FinishCurTask(); break; case 1021: //往房间走 _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetTarget(_curStory.target.gameObject); _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.LEADER); break; case 1022: //被怪物攻击 //_isStartDetection = true; break; case 1023: //怪物被打死之后,继续向房间走 _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetTarget(_curStory.target.gameObject); _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.LEADER); break; case 1024: //被怪物攻击 //_isStartDetection = true; break; case 1025: //怪物被打死,带领玩家走到柜子旁边 _isStartDetection = true; _jayceeHumanController.SetTarget(_curStory.target.gameObject); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetCanSkipStep(false); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.LEADER); break; case 1026: //打开柜子 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); FinishCurTaskDelay(0.5f); break; case 1027: //说话 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); FinishCurTask(); break; case 1028: //走到另一边 _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK); break; case 1029: //说话 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); FinishCurTask(); break; case 1030: //边走边说,等待玩家拿起注射器 _isStartDetection = true; _jayceeHumanController.SetCanSkipStep(false); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK); //FinishCurTaskImmediately();//test break; case 1031: //玩家拿起了注射器,然后外面发起尖叫,跑出房间,边跑边说 //_isStartDetection = true; _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetTargetPoint(task.targetPos); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); break; case 1032: //玩家到达,抱起女孩,说话 //_isStartDetection = true; //_jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.IDLE); FinishCurTask(); break; case 1033: //跑向房间 _jayceeHumanController.SetCanSkipStep(false); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.RUN); _jayceeHumanController.SetTargetPoint(task.targetPos); break; case 1034: //后退,撞墙 _jayceeHumanController.SetCanSkipStep(true); _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.WALK_BACK); _jayceeHumanController.SetTargetPoint(task.targetPos); //FinishCurTaskDelay(3f);//WSM break; case 1035: //摔倒 _jayceeHumanController.SetState(JayceeHumanController.JAYCEE_H_STATE.CROUCH); FinishCurTaskDelay(0.5f); break; case 1036: //说话 FinishCurTask(); break; case 1037: //身体抖动,说话 FinishCurTask(); break; case 1038: //剧烈抖动,脸变色,说话 FinishCurTask(); break; case 1039: //变身 humanState.SetActive(false); monsterState = UtilFunction.ResourceLoad(MONSTER_JAYCEE_PATH); _jayceeMonsterController = monsterState.GetComponent <JayceeMonsterController>(); break; case 1040: //起身 FinishCurTask(); break; case 1041: //打玩家 break; case 1042: //变boss break; case 1043: //追玩家 break; } }
//public bool IsHasCurTask() //{ //} private void EnterTask(NPC_StoryConfig rickTask) { Debug.Log("Rick--当前剧情" + rickTask.taskId + "---" + rickTask.description); _curRickStory = rickTask; _rickAudioController.PlaySound(rickTask.audioId); _rickController.SetTargetPoint(rickTask.targetPos); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (rickTask.audioId > 0) { _audioWaitTime = _rickAudioController.GetCurAudioLength(rickTask.audioId); } else { _audioWaitTime = 0f; } switch (_rickStoryRrocess.curTaskID) { case 1001: //出现 FinishCurTaskDelay(0.5f); break; case 1002: //在屋里面,进行剧情 FinishCurTaskDelay(0.5f); break; case 1003: //躲到一边 _rickController.SetCanSkipStep(true); _rickController.SetState(RickController.STATE.WALK); break; case 1004: //逃跑 _rickController.SetState(RickController.STATE.IDLE); _rick.transform.position = rickTask.targetPos; FinishCurTask(); break; case 1005: //再次出现 //再次看到玩家 _isStartDetection = true; break; case 1006: //打玩家 //FinishCurTaskDelay(0.5f); _isStartDetection = true; _rickController.SetState(RickController.STATE.ATTACK); break; case 1007: //"说话:不!你没法活捉我!滚开!" FinishCurTask(); //_isStartDetection = true; break; case 1008: //被玩家捉住之后,说话:不要…不要杀我!我能帮到你… _rickController.SetState(RickController.STATE.IDLE); FinishCurTask(); break; case 1009: //说话:你来这里是为了救…我?但是为什么呢…? FinishCurTask(); break; case 1010: //说话:好吧,那让我离开这该死的洞吧!首先,我们需要去武器室! FinishCurTask(); break; case 1011: //带领玩家去找武器 _rickController.SetCanSkipStep(true); _rickController.SetTarget(_curRickStory.target.gameObject); _rickController.SetState(RickController.STATE.LEADER); break; case 1012: //打开一个抽屉 //播放一个打开抽屉的动画 _isStartDetection = true; break; case 1013: //向楼上走 _rickController.SetCanSkipStep(true); _rickController.SetTarget(_curRickStory.target.gameObject); _rickController.SetState(RickController.STATE.LEADER); break; case 1014: //向玩家介绍rab FinishCurTask(); break; case 1015: //开门 FinishCurTaskDelay(2); break; case 1016: //带玩家走,去武器库 _isStartDetection = true; _rickController.SetCanSkipStep(false); _rickController.SetTarget(_curRickStory.target.gameObject); _rickController.SetState(RickController.STATE.LEADER); break; case 1017: //跟随玩家走 _isStartDetection = true; _rickController.SetState(RickController.STATE.FOLLOW); break; case 1018: //说话:用光弹吧,闪瞎它。你有1分钟的时间,1分钟后, FinishCurTaskImmediately(); break; case 1019: //向后退,远远的看着 //_isStartDetection = true; //_rickController.SetState(RickController.STATE.WALK); //向后退一段时间,然后转身,向后方走 FinishCurTaskImmediately(); break; case 1020: //玩家拿到钥匙之后,跑向玩家 _rickController.SetCanSkipStep(true); _rickController.SetState(RickController.STATE.WALK_TO); break; case 1021: //跑到玩家跟前,跟随 //_isStartDetection = true; _rickController.SetState(RickController.STATE.FOLLOW); break; //case 1022:// // break; //case 1023:// // FinishCurTaskDelay(0.5f); // break; //case 1024:// // //_melissaController.SetState(MelissaController.STATE.WALK); // FinishCurTaskDelay(0.5f); // break; //case 1025:// // FinishCurTaskDelay(0.5f); // break; //case 1026:// // FinishCurTaskDelay(0.5f); // break; //case 1027:// // FinishCurTaskDelay(0.5f); // break; //case 1028:// // //FinishCurTaskDelay(0.5f); // break; } }
private void EnterTask(NPC_StoryConfig task) { Debug.Log("Emily--当前剧情" + task.taskId + task.description); _curEmilyTask = task; _emilyAudioController.PlaySound(task.audioId); _emilyController.SetTargetPoint(task.targetPos); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (task.audioId > 0) { _audioWaitTime = _emilyAudioController.GetCurAudioLength(task.audioId); } else { _audioWaitTime = 0f; } switch (_emilyStoryProcess.curTaskID) { case 1001: //出现 break; case 1002: //说话:等下,好像门口有人! _isStartTimer = true; _emilyController.SetState(EmilyController.STATE.IDLE); break; case 1003: //说话:帮帮我们离开这里! _isStartTimer = true; _emilyController.SetState(EmilyController.STATE.IDLE); break; case 1004: //说话:不,你们绝不能那么做! _isStartTimer = true; break; case 1005: //说话:不…我不要这么做! _isStartTimer = true; break; case 1006: //说话:Rick 你倒是说些什么呀? _isStartTimer = true; break; case 1007: //说话:你怎么知道,他可能是好人! _isStartTimer = true; break; case 1008: //说话:不…这是错误的做法,这么做会把我们都毁了… 等待玩家救援 //TODO 等待救援 _emily.transform.position = new Vector3(-25.76f, 46.25f, 29.8f); _isStartTimer = true; _isStartDetection = true; break; case 1009: //说话:噢,谢谢你!我就知道会发生这样的事情! FinishCurTask(); break; case 1010: //说话:你看那边!你从这门走过去,就能看到电梯。 FinishCurTask(); break; case 1011: //说话:我不跟你一起去了,我还有别的事要做 FinishCurTask(); break; case 1012: //说话:对了,如果你找到Rick,救他一命。 FinishCurTask(); break; case 1013: //消失 //FinishCurTask(); _emily.transform.position = new Vector3(-26.445f, 88.4924f, 33.424f); break; case 1014: //出现在平民中间 _isStartDetection = true; _emilyController.SetState(EmilyController.STATE.WALK_TO); //FinishCurTask(); break; case 1015: //走出来感谢玩家 FinishCurTask(); break; case 1016: //说话:真是很谢谢你! FinishCurTask(); break; case 1017: //说话:这里的情况变得越来越糟糕,你们把电源切断后, _isStartDetection = true; _emilyController.SetCanSkip(false); _emilyController.SetState(EmilyController.STATE.WALK); //FinishCurTask(); break; case 1018: //说话:你可以通过这条路走到上一层 FinishCurTask(); break; case 1019: //拿起重物,扔 FinishCurTask(); break; case 1020: //如果玩家要求跳过去,然后摔死 FinishCurTask(); break; case 1021: //说话:看,你现在明白了吧 FinishCurTask(); break; case 1022: //说话:我们现在就要出发了! FinishCurTask(); break; case 1023: //说话:不管你是谁 break; } }
private void EnterStory(NPC_StoryConfig story) { Debug.Log("George--当前任务:" + _georgeStoryProcess.curTaskID + "---" + story.description); _curGeorgeStory = story; _georgeAudioController.PlaySound(story.audioId); _taskStartTime = TimeHelper.GetCurrentRealTimestamp(); if (story.audioId > 0) { _audioWaitTime = _georgeAudioController.GetCurAudioLength(story.audioId); } else { _audioWaitTime = 0f; } switch (_georgeStoryProcess.curTaskID) { case 1001: //出现 //FinishCurTask(); break; case 1002: //说话:是不是外面有人? //FinishCurTask(); _isStartTimer = true; break; case 1003: //说话:求求你帮我们离开这里! //FinishCurTask(); _isStartTimer = true; break; case 1004: //说话:帮我们想办法把门打开。 _isStartTimer = true; _isStartDetection = true; //检测玩家到达监控室 //FinishCurTask(); //test break; case 1005: //说话:门打开后,我们要一起干倒这个士兵 _isStartTimer = true; break; case 1006: //把Emily推到墙角 //FinishCurTask(); FinishCurTaskImmedately(); break; case 1007: //说话:你现在要听我的,要不你站在我们这边 _isStartTimer = true; break; case 1008: //说话:哈哈哈哈… _isStartTimer = true; break; case 1009: //把Emily整到屋里 //TODO 拖着Emily走 _isStartDetection = true; //TODO 判断玩家是否来到门前 break; case 1010: //说话:你们终于来了!但是这门好像被什么卡住了! //FinishCurTask(); _isStartTimer = true; break; case 1011: //说话:他走不了很远。他需要我们! _isStartTimer = true; //说完跳到Amy 1012步 _isStartDetection = true; //TODO 判断玩家是否来到门前 //FinishCurTask(); break; case 1012: //说话:太好了,你把门锯开了! FinishCurTask(); break; case 1013: //打玩家 _georgeController.SetTarget(story.target); _georgeController.SetState(GeorgeController.STATE.ATTACK_WALK); break; case 1014: _georgeController.SetState(GeorgeController.STATE.DEATH); break; } }