本文整理汇总了C#中NPC类的典型用法代码示例。如果您正苦于以下问题:C# NPC类的具体用法?C# NPC怎么用?C# NPC使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
NPC类属于命名空间,在下文中一共展示了NPC类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: startQuest
//When the quest gets given out it takes in the NPC it is being given to
public void startQuest (NPC person, NPC person2)
{
inUse = true;
questGiver = person;
questGiver2 = person2;
speechCounter = 0;
}
开发者ID:IzumiMirai,项目名称:CSSeniorProject,代码行数:8,代码来源:Quest.cs
示例2: AttackAction
public AttackAction (Player p, NPC attacker, NPC target)
{
base.name = ATTACK;
base.p = p;
this.attacker = attacker;
this.target = target;
}
开发者ID:iloled,项目名称:ggj2016,代码行数:7,代码来源:AttackAction.cs
示例3: MoveAction
public MoveAction (Player p, NPC npc, int position)
{
base.name = MOVE;
base.p = p;
this.position = position;
this.npc = npc;
}
开发者ID:iloled,项目名称:ggj2016,代码行数:7,代码来源:MoveAction.cs
示例4: init
public void init(Transform newTarget)
{
target = newTarget;
if (target.GetComponent<NPC>() != null) {
isNPC = true;
npc = target.GetComponent<NPC>();
} else {
isNPC = false;
player = target.GetComponent<Player>();
}
if (isNPC) {
name.text = npc.name;
if (npc.isFriendly) {
name.color = NamePlate.COLOR_SELECTED;
} else {
name.color = NamePlate.COLOR_ENEMY;
}
} else {
name.text = player.name;
if (player.isFriendly) {
name.color = NamePlate.COLOR_SELECTED;
} else {
name.color = NamePlate.COLOR_ENEMY;
}
}
InvokeRepeating("updateHealth", 1f, 1f);
}
开发者ID:hefanzhou,项目名称:hogwarts,代码行数:32,代码来源:TargetPanel.cs
示例5: Start
void Start()
{
var audios = gameObject.GetComponents<AudioSource>();
screamAudio = audios[1];
npcPrefab = Resources.Load<NPC>("Prefabs/NPC");
var basementPrefab = Resources.Load<Basement>("Prefabs/Basement");
npcBodiesPrefabList = new List<GameObject>();
for (int i = 0; i < 12; i++)
{
npcBodiesPrefabList.Add(Resources.Load<GameObject>("Prefabs/NPC/NPCBody_" + i));
}
basement = Instantiate<Basement>(basementPrefab);
var respawners = basement.transform.FindChild("Respawners");
npcs = new List<NPC>();
respawnPoints = new List<Transform>();
var allChildren = respawners.transform.Cast<Transform>().Select(t => t.gameObject).ToArray();
foreach (GameObject t in allChildren)
{
respawnPoints.Add(t.transform);
}
}
开发者ID:alexandremuzio,项目名称:yatm,代码行数:29,代码来源:BasementManager.cs
示例6: DecrementPassiveChatTimer
private void DecrementPassiveChatTimer(NPC npc)
{
currentTime = Time.timeSinceLevelLoad;
timeToDecrement = Mathf.Abs(currentTime - previousTime);
npc.timeTillPassiveChatAgain -= timeToDecrement;
previousTime = currentTime;
}
开发者ID:10DaysLeftToLive,项目名称:TimeWhaleEngine,代码行数:7,代码来源:NPCPassiveConvoCheck.cs
示例7: activate
public IEnumerator activate(NPC npc, int difficulty, string[] won, string[] lost)
{
if (npc.defeated) {
StartCoroutine(GameEventManager.conversation.speak(new string[] { "You already defeated this challenge!" }));
} else {
while (GameEventManager.player.isTalking) {
yield return null;
}
if (this.challenges.Length > 0) {
Challenge challenge = this.challenges[Random.Range(0, this.challenges.Length)];
GameEventManager.player.inChallenge = true;
StartCoroutine(GameEventManager.conversation.speak(challenge.explanation));
StartCoroutine(challenge.play(this, difficulty));
while (challenge.active()) {
yield return null;
}
GameEventManager.player.inChallenge = false;
if (challenge.won()) {
if (won.Length > 0) {
StartCoroutine(GameEventManager.conversation.speak(won));
}
npc.defeated = true;
} else {
if (lost.Length > 0) {
StartCoroutine(GameEventManager.conversation.speak(lost));
}
}
}
}
yield return 0;
}
开发者ID:Tehnix,项目名称:TowerOfPower,代码行数:31,代码来源:ChallengeManager.cs
示例8: PsychopathegeneQuest
public PsychopathegeneQuest (GameObject questprefab)
{
this.questPrefab = questprefab;
numPsycho = 0;
inUse = false;
waitPeriod = 0;
speechCounter = 0;
hints = new String[5];
hints [0] = "If you come close to a true" + "\n" + "psychopath they'll follow you" +
"\n" + "around.";
hints [1] = "True psychopaths don't look" + "\n" + "crazy like other psychopaths.";
hints [2] = "If you see someone become" + "\n" + "psychotic then the person they were" +
"\n" + "last near is a psychopath!";
hints [3] = "I hope my pig Wilbur is" + "\n" + "doing okay in the Wizard Realm.";
hints [4] = "True pyschopaths will follow" + "\n" + "people close to them.";
//Find psychos
GameObject[] npcs = World.map.npcs.ToArray();
for (int count = 0; count < npcs.Length; count++) {
NPC temp = npcs [count].GetComponent<NPC>();
if (temp.personality == Personality.psychotic && !temp.states.Contains (State.psychotic)) {
if (numPsycho == 0) {
numPsycho++;
psycho1 = temp;
} else {
numPsycho++;
psycho2 = temp;
count = npcs.Length;
}
}
}
}
开发者ID:IzumiMirai,项目名称:CSSeniorProject,代码行数:34,代码来源:PsychopathegeneQuest.cs
示例9: addNpcToList
//add data from NPC.xml to NPC list
public void addNpcToList(XDocument doc)
{
string name;
int strength, weaponSkill, attack, speed, health, level;
bool isHostile;
var data = from item in doc.Descendants("NPC")
select new
{
name = item.Element("name").Value,
strength = item.Element("strength").Value,
weaponSkill = item.Element("weaponSkill").Value,
attack = item.Element("attack").Value,
speed = item.Element("speed").Value,
health = item.Element("health").Value,
level = item.Element("level").Value,
isHostile = item.Element("isHostile").Value
};
foreach (var p in data)
{
name = p.name;
strength = Convert.ToInt32(p.strength);
weaponSkill = Convert.ToInt32(p.weaponSkill);
attack = Convert.ToInt32(p.attack);
speed = Convert.ToInt32(p.speed);
health = Convert.ToInt32(p.health);
level = Convert.ToInt32(p.level);
isHostile = Convert.ToBoolean(p.isHostile);
NPC n = new NPC(name, strength, weaponSkill, attack, speed, health, level, isHostile);
npcList.Add(n);
}
}
开发者ID:craigmcmillan01,项目名称:C-sharp-Work,代码行数:34,代码来源:UsefulMethods.cs
示例10: ClearAndReplace
public void ClearAndReplace(NPC npc, Schedule newSchedule)
{
_schedulesToDo.Clear();
current = null;
Add(new DefaultSchedule(npc));
Add(newSchedule);
}
开发者ID:,项目名称:,代码行数:7,代码来源:
示例11: InitialEmotionState
public InitialEmotionState(NPC toControl, string currentDialogue)
: base(toControl, currentDialogue)
{
gaveRose = new Reaction();
gavePendant = new Reaction();
gaveSeashell = new Reaction();
randomMessage = new Reaction();
gaveRose.AddAction(new NPCCallbackAction(SetSeashell)); // DELETE
gaveRose.AddAction(new NPCCallbackAction(SetPendant)); // DELETE
gaveRose.AddAction(new NPCTakeItemAction(toControl));
gaveRose.AddAction(new NPCCallbackAction(SetRose));
//gaveRose.AddAction(new UpdateDefaultTextAction(toControl, "new default"));
gaveRose.AddAction(new UpdateCurrentTextAction(toControl, "My bedroom window when I was little had this bed of peach colored roses, they made my room smell wonderful in the summers."));
_allItemReactions.Add(StringsItem.Apple, new DispositionDependentReaction(gaveRose)); // change item to rose
gavePendant.AddAction(new NPCTakeItemAction(toControl));
gavePendant.AddAction(new NPCCallbackAction(SetPendant));
gavePendant.AddAction(new UpdateCurrentTextAction(toControl, "I know this seems just like a silly necklace but your father worked for weeks when we were young to buy this for me. It still makes me smile."));
_allItemReactions.Add("pendant", new DispositionDependentReaction(gaveRose));
gaveSeashell.AddAction(new NPCTakeItemAction(toControl));
gaveSeashell.AddAction(new NPCCallbackAction(SetSeashell));
gaveSeashell.AddAction(new UpdateCurrentTextAction(toControl, "Your father and I would spend afternoons looking for shells. He loved to find the shiniest ones he could for me."));
_allItemReactions.Add("seashell", new DispositionDependentReaction(gaveRose));
randomMessage.AddAction(new NPCCallbackAction(RandomMessage));
SetOnOpenInteractionReaction(new DispositionDependentReaction(randomMessage));
TempFarmerReturnReaction.AddAction(new UpdateCurrentTextAction(toControl, "Blah"));
TempFarmerReturnReaction.AddAction(new NPCCallbackAction(TempResponse));
_allChoiceReactions.Add(TempFarmerReturnChoice,new DispositionDependentReaction(TempFarmerReturnReaction));
}
开发者ID:10DaysLeftToLive,项目名称:TimeWhaleEngine,代码行数:35,代码来源:MotherMiddle.cs
示例12: MakeSomeDecisions
void MakeSomeDecisions()
{
float sqrDist = ( target.position - myTransform.position ).sqrMagnitude;
if ( sqrDist > maximumRangeSqr ){
if ( isNpcChasing ){
myState = NPC.Chasing;
}
else{
myState = NPC.FreeRoam;
}
}
else if ( sqrDist < minimumRangeSqr ){
if ( isNpcChasing ){
myState = NPC.Idle;
}
else{
myState = NPC.RunningAway;
}
}
else{
if ( isNpcChasing ){
myState = NPC.Chasing;
}
else{
myState = NPC.RunningAway;
}
}
}
开发者ID:johste93,项目名称:UnityProjects,代码行数:29,代码来源:SlenderNPC.cs
示例13: Awake
// Use this for initialization
void Awake()
{
myTransform = transform;
myRigidbody = rigidbody;
myRigidbody.freezeRotation = true;
startSpeed = moveSpeed;
startNextFoot = nextFoot;
runningSpeed = startSpeed + 2.0f;
runningNextFoot = nextFoot - 0.25f;
myState = NPC.Chasing;
GameObject targetObject = GameObject.Find( "Player" );
if ( targetObject )
{
target = targetObject.transform;
lanternScript = target.GetComponentInChildren< Lantern >();
}
else
{
Debug.Log( "no object named player was found" );
}
}
开发者ID:johste93,项目名称:UnityProjects,代码行数:28,代码来源:ShadowNPC.cs
示例14: Start
// Use this for initialization
void Start()
{
animator = this.gameObject.GetComponent<Animator> ();
nodeQueue = new Queue<Vector3> (nodeList);
prevNode = this.transform.position;
npcScript = this.gameObject.GetComponent<NPC> ();
}
开发者ID:caomw,项目名称:Unity-3D-Tutorials,代码行数:8,代码来源:PathWalker.cs
示例15: ApplyEffect
public override void ApplyEffect()
{
if (isNPC==false)
{//Apply to player
if (GameWorldController.instance.playerUW==null)
{
GameWorldController.instance.playerUW= this.GetComponent<UWCharacter>();
}
GameWorldController.instance.playerUW.Paralyzed=true;
}
else
{
if (npc==null)
{
npc=this.GetComponent<NPC>();
}
this.GetComponent<NPC>().Frozen=true;
state = this.GetComponent<NPC>().state;
anim = this.GetComponent<NPC>().anim;
if (anim!=null)
{
anim.enabled=false;
}
}
base.ApplyEffect();
}
开发者ID:hankmorgan,项目名称:UnderworldExporter,代码行数:26,代码来源:SpellEffectParalyze.cs
示例16: FlagToNPC
protected void FlagToNPC(NPC npc, string text)
{
if (text == "castle"){
carpenterDate = false;
}
if (text == "carpenterSuccess" && farmersOnBoard){
initialState.PassStringToEmotionState("carpenterSuccess");
}
if (text == "carpenterSuccess" && !farmersOnBoard){
initialState.PassStringToEmotionState("daughterOnBoard");
}
if (text == "stoodUp" && farmersOnBoard){
initialState.PassStringToEmotionState("stoodUp");
disposition -= 20;
}
if (text == "farmerMotherOnBoard"){
farmersOnBoard = true;
}
if (text == "castleSuccess" && farmersOnBoard){
disposition = 0;
FlagManager.instance.SetFlag(FlagStrings.FarmersBetrayed);
}
if (text == "daughterReady"){
initialState.PassStringToEmotionState(text);
}
}
开发者ID:,项目名称:,代码行数:26,代码来源:
示例17: AddNPC
public void AddNPC(NPC npc)
{
if(!allNPCs.Contains(npc))
{
allNPCs.Add(npc);
}
}
开发者ID:reaganq,项目名称:MagnetBots_unity,代码行数:7,代码来源:WorldManager.cs
示例18: generateBubble
public BubbleData generateBubble(NPC cha, string text, GameObject talker = null)
{
BubbleData bubble = new BubbleData (text, new Vector2 (40, 60), new Vector2 (40, 45));
Color textColor, textOutline, background, border;
ColorUtility.TryParseHtmlString (cha.getTextFrontColor (), out textColor);
ColorUtility.TryParseHtmlString (cha.getTextBorderColor (), out textOutline);
ColorUtility.TryParseHtmlString (cha.getBubbleBkgColor (), out background);
ColorUtility.TryParseHtmlString (cha.getBubbleBorderColor (), out border);
bubble.TextColor = textColor;
bubble.TextOutlineColor = textOutline;
bubble.BaseColor = background;
bubble.OutlineColor = border;
if (talker != null) {
Vector2 position = talker.transform.localPosition;
position.y += talker.transform.localScale.y / 2;
bubble.Destiny = position;
bubble.Origin = new Vector2 (position.x, position.y - 10f);
} else {
bubble.Origin = new Vector2 (40, 60);
bubble.Destiny = new Vector2 (40, 45);
}
return bubble;
}
开发者ID:Synpheros,项目名称:eAdventure4Unity,代码行数:28,代码来源:GUIManager.cs
示例19: Start
void Start()
{
npcAttachedTo = this.gameObject.GetComponent<NPC>();
if (npcAttachedTo == null){
Debug.LogError("Error: No npc script attached to " + this.name);
}
base.InitEvent();
}
开发者ID:,项目名称:,代码行数:8,代码来源:
示例20: Task
public Task(State stateToPerform, NPC toManage, float timeTillPassiveChat, string passiveTextToSay)
{
_stateToPerform = stateToPerform;
_passiveTextToSay = passiveTextToSay;
_toManage = toManage;
_timeTillPassiveChat = timeTillPassiveChat;
hasPassiveChat = true;
}
开发者ID:,项目名称:,代码行数:8,代码来源:
注:本文中的NPC类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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