示例#1
0
    public void AddMission()
    {
        if (Mission_in_activate.Missions.Exists(x => x == NowMissionNumber))
        {
            Debug.LogWarning("This Mission has already added.");
            return;
        }
        Debug.Log(LoadedMissions.Missions[NowMissionNumber - 1].NPCName);
        NPCcontroller NPC = GameObject.Find(LoadedMissions.Missions[NowMissionNumber - 1].NPCName).GetComponent <NPCcontroller>();

        NPC.MissionAccept();
        Mission_in_activate.Missions.Add(NowMissionNumber);
        return;
    }
示例#2
0
 // Start is called before the first frame update
 void Start()
 {
     mover      = GetComponent <Mover>();
     controller = GetComponent <NPCcontroller>();
     health     = GetComponent <Health>();
     if (attackerScript == null)
     {
         attackerScript = GetComponent <Attacker>();
     }
     if (abilityCaster == null)
     {
         abilityCaster = GetComponent <AbilityCaster>();
     }
 }
示例#3
0
    void OnTriggerEnter(Collider col)
    {
        //checks for the Interactable tag on the the object who's collider we just entered
        if (col.tag == "Interactable")
        {
            //Stores the interactable that has been entered as a new Interactable instance
            Interactable interactable = col.GetComponent <Interactable>();
            ItemPickup   itemPickup   = col.GetComponent <ItemPickup>();
            //Debug.Log ("This object is: " + col.gameObject.name);

            //used to set the transfrom Vector3 of the target collider
            //target = col.transform.position;

            itemName.text        = itemPickup.item.name;
            itemDescription.text = itemPickup.item.description;

            //If we have hit an interactable, set it as the focus of the player
            if (interactable != null)
            {
                //brings up the interact panel UI
                interactPanelUI.SetActive(true);

                SetFocus(interactable);
                //FaceTarget ();
            }
        }

        //checks for the NPC tag on the the object who's collider we just entered
        if (col.tag == "NPC")
        {
            //Stores the NPC that has been entered as a new Interactable instance
            Interactable  interactable  = col.GetComponent <Interactable>();
            NPCcontroller npcController = col.GetComponent <NPCcontroller>();

            itemName.text        = npcController.npc.npcName;
            itemDescription.text = npcController.npc.description;

            //If we have hit an interactable, set it as the focus of the player
            if (interactable != null)
            {
                //brings up the interact panel UI
                interactPanelUI.SetActive(true);

                SetFocus(interactable);
                //FaceTarget ();
            }
        }
    }