CangJie/Assets/Scripts//对话框架/ConversationController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConversationController : UnitySingleton<ConversationController>
{
private AConversation[] conversationList;
void Start()
{
conversationList = FindObjectsOfType<AConversation>();
}
public void OnCall(string name)
{
//找到叫name的对话并调用其OnCall()
foreach (AConversation conversation in conversationList)
{
if (conversation.conversationName == name)
{
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Debug.Log("找到对话:" + name);
conversation.OnCall();
//改变玩家地图至Null
FindObjectOfType<Player>().ToMap("Null");
return;
}
}
//如果没找到,则报错
Debug.LogError("没有找到名为" + name + "的对话");
}
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/// <summary>
/// 如果正在演出,是不可以还给玩家操作权限的,出此下策,记录此时是否在演出
/// </summary>
/// <returns></returns>
public bool CheckStage(){
Stage[] stageList = FindObjectsOfType<Stage>();
foreach (Stage stage in stageList)
{
if (stage.isPlaying)
{
return true;
}
}
return false;
}
}