public override void Init(FightNpcPlayer npcPlayer, GameObject playerGo) { base.Init(npcPlayer, playerGo); m_PursueCallBack = PursueCallBack; m_BackPursueCallBack = PursueCallBack; m_BornNodes = (Global.gApp.CurScene as FightScene).GetBornNodes(); }
private void GainProp(GameProp prop, GameObject obj) { if (m_NpcProp.gameObject == obj) { m_CollectFightNpcPlayer = m_NpcProp.GetFightNpcPlayer(); ShowNewPlot(m_NewPlotId, PlotCallBack); } }
void GenerateNpc() { m_HasGenerateNpc = true; string npcPath = "Prefabs/Campsite/NpcFight/" + m_Npc.ToString(); GameObject Npc_boy = Global.gApp.gResMgr.InstantiateObj(npcPath); FightNpcPlayer npcPlayer = Npc_boy.GetComponent <FightNpcPlayer>(); if (!m_ForceTrapState) { Npc_boy.transform.localEulerAngles = new Vector3(0, 0, Random.Range(0, 360)); } m_NPCPlayer = npcPlayer; npcPlayer.Init(null); m_NPCPlayer.transform.SetParent(transform); m_NPCPlayer.transform.position = transform.position; m_NPCPlayer.SetBehavior(FightNpcPlayer.NpcBehaviorType.Trapped); m_NPCPlayer.FreshProgress(0); m_CircleEffect = Global.gApp.gResMgr.InstantiateObj(EffectConfig.NpcRecycleEffect); m_CircleEffect.transform.SetParent(transform, false); m_CircleEffect.transform.localPosition = Vector3.zero; }
public virtual void Init(FightNpcPlayer npcPlayer, GameObject playerGo) { m_FightNpcPlayer = npcPlayer; m_PlayerGo = playerGo; }
public override void Init(FightNpcPlayer npcPlayer, GameObject playerGo) { base.Init(npcPlayer, playerGo); m_PursueCallBack = PursueCallBack; }