| | |
| | | lockSkillID = -1; |
| | | } |
| | | |
| | | public bool isTalking = false; |
| | | |
| | | private HeadUpName m_HeadUpName; |
| | | private LifeBar m_LifeBar; |
| | | |
| | |
| | | // 战斗类型的怪物随机朝向 |
| | | Rotation = Quaternion.Euler(0, UnityEngine.Random.Range(0, 360), 0); |
| | | |
| | | m_ProcessManager = new ProcessManager(); |
| | | m_ProcessManager.Load(this); |
| | | |
| | | if (NpcConfig.AIType == 1) |
| | | { |
| | | m_AIHandler = new AI_Npc_200(this, BornPos); |
| | |
| | | m_NPCInteractProcessor = null; |
| | | } |
| | | |
| | | if (m_ProcessManager != null) |
| | | { |
| | | m_ProcessManager.UnLoad(); |
| | | } |
| | | |
| | | if (m_AIHandler != null) |
| | | { |
| | | m_AIHandler.UnInit(); |
| | |
| | | return; |
| | | } |
| | | |
| | | if (m_ProcessManager != null) |
| | | { |
| | | m_ProcessManager.Update(); |
| | | } |
| | | |
| | | if (m_AIHandler != null) |
| | | { |
| | | m_AIHandler.Update(); |