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基类:
using UnityEngine;
using System.Collections;
public class CommonNPC : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnMouseEnter()
{
MouseCursor._instance.SetCursorDialog();
}
void OnMouseExit()
{
MouseCursor._instance.SetCursorHand();
}
}
子类:
using UnityEngine;
using System.Collections;
public class NPCTask : CommonNPC
{
public TweenPosition TweenPos;
public GameObject ConfirmButton;
public GameObject CancelButton;
public GameObject FinishButton;
public UILabel Label;
public int KilledAnimals;
private bool IsTasking;
// Use this for initialization
void Start () {
IsTasking = false;
KilledAnimals = 0;
FinishButton.SetActive(false);
}
void OnMouseOver()
{
if (Input.GetMouseButtonDown(0))
{
TweenPos.gameObject.SetActive(true);
TweenPos.PlayForward();
if(IsTasking==false)//接收任务
{
Label.text = "任务:杀死10个动物\n奖励:1000金币" ;
FinishButton.SetActive(false);
ConfirmButton.SetActive(true);
CancelButton.SetActive(true);
}
else//提交任务
{
Label.text = "已经杀死" + KilledAnimals + "个动物";
FinishButton.SetActive(false);
ConfirmButton.SetActive(true);
CancelButton.SetActive(true);
}
}
}
public void OnClickConfirm()//接收任务
{
Label.text = "已经杀死" + KilledAnimals + "个动物";
FinishButton.SetActive(false);
ConfirmButton.SetActive(true);
CancelButton.SetActive(true);
IsTasking = true;
}
public void OnClickCancel()
{
TweenPos.PlayReverse();
}
public void OnClickFinish()//提交任务
{
if(KilledAnimals>=10)
{
//
}
}
// Update is called once per frame
void Update () {
}
}
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原文地址:http://www.cnblogs.com/notlate/p/4518864.html