DogInScene.cs 23 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579
  1. using System;
  2. using System.Collections;
  3. using UnityEngine;
  4. //using UnityEngine.Rendering.PostProcessing;
  5. /* 本类用于管理场景中所有狗的状态包括动画状态,随机数分配等
  6. */
  7. //[CreateAssetMenu(fileName = "DogInScene", menuName = "Scriptable Objects/DogInScene")]
  8. public class DogInScene //: ScriptableObject
  9. {
  10. //通用参数段
  11. public DogProperty dogProperty;
  12. public GameObject gameObject { set; get; }
  13. public Animator animator;
  14. public Vector3 moveToLocation;
  15. public float moveSpeed; // 用来控制狗的移动速度 0 0.5跑,0.75快跑,1跳
  16. //public string dogState; // 狗的状态代码分类通道,包括三大类使用道具(itemConsume),闲置(idle),训练(training),自由活动(interact)等
  17. public DogState dogState = DogState.IDLE;
  18. // 喝水吃饭参数段
  19. public DateTime drinkStartTime, eatStartTime; // 记录吃喝开始时间
  20. public bool itemConsumeProgress = false; // 是否在吃和喝的进程中。如果是的话,跳过常规动画检测
  21. public bool isMovingToBowl;
  22. private float shortIntakeTime = 0.5f; // 喝水和吃饭的短时间间隔,单位秒。当宠物吃饱喝足时候调用。
  23. private float longIntakeTime = 10f; // 喝水和吃饭的长时间间隔,单位秒。当宠物没有吃饱喝足时候调用。
  24. // 随机动作参数段
  25. public int randomFactor;
  26. public DateTime animationStartTime; // 记录上一个动画开始时间的,每个随机动作间隔至少30秒
  27. private int activeIndex; // 动物的活动指数
  28. public bool isMoving; // 动物正在移动,避免其他随机动作发生
  29. public bool isSleeping; // 动物正在正在睡觉,避免触发其他动画
  30. // 固定参数
  31. private const float moveSpeedAdj = 0.025f;
  32. // interact training 相关的参数
  33. public DateTime interactLastUpdate; // 上次交互指令时间
  34. public bool isMovingToPlayer; // 是否在向玩家移动
  35. public string interactAnimation = ""; // 交互动画
  36. public DateTime interactAnimationStartTime; // 交互动画开始时间
  37. #region 通用函数段
  38. // 这个函数主要是为了在狗的属性发生变化时,重新加载狗的属性
  39. public void ReloadDogProperty()
  40. {
  41. foreach (var dog in UserProperty.dogs)
  42. {
  43. if (dog.d_id == dogProperty.d_id)
  44. {
  45. this.dogProperty = dog;
  46. break;
  47. }
  48. }
  49. }
  50. public void SetGameObject(GameObject gameObject)
  51. {
  52. this.gameObject = gameObject;
  53. this.animator = gameObject.GetComponent<Animator>();
  54. this.randomFactor = UnityEngine.Random.Range(0, 51); // 生成一个随机整数(0 到 50 之间),用于时间校验
  55. Debug.Log(this.gameObject.name + "random factor is:" + randomFactor);
  56. }
  57. public DogInScene(DogProperty property)
  58. {
  59. this.dogProperty = property;
  60. this.activeIndex = (int)Math.Round((property.liveliness + property.intimate) * UnityEngine.Random.Range(0.01f, 0.5f));
  61. this.isMoving = false;
  62. }
  63. public void RemoveZzzParticle()
  64. {
  65. // 关闭狗的睡觉粒子特效
  66. var zzzParticle = gameObject.transform.Find("zzzParticle").gameObject;
  67. if (zzzParticle != null)
  68. {
  69. zzzParticle.SetActive(false);
  70. }
  71. }
  72. // 关闭所有animation动画的状态,回到默认的状态
  73. public void ResetAnimationStatus()
  74. {
  75. // 获取所有参数
  76. AnimatorControllerParameter[] parameters = animator.parameters;
  77. foreach (AnimatorControllerParameter parameter in parameters)
  78. {
  79. if (parameter.type == AnimatorControllerParameterType.Bool)
  80. {
  81. animator.SetBool(parameter.name, false);
  82. }
  83. }
  84. }
  85. bool IsPlayingAnimation(string stateName)
  86. {
  87. // 获取当前动画状态信息
  88. AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); // 参数 0 表示第一个动画层
  89. // 检查当前状态是否是目标状态,并且是否正在播放
  90. return stateInfo.IsName(stateName) && stateInfo.normalizedTime < 1.0f;
  91. }
  92. #endregion
  93. #region interact交互函数段
  94. // 启动交互行为准备过程
  95. public void SetupInteract()
  96. {
  97. Debug.Log("SetupInteract:" + this.gameObject.name);
  98. HomeController.Instance.SetDogsIsTrigger(false);
  99. DogBarkController.Instance.PlayDogBarkWithDelay(3); // 狗叫相应一下
  100. RemoveZzzParticle(); // 关闭睡觉粒子特效
  101. if (dogProperty.voiceCall == 10)
  102. {
  103. // GameData.isFirstInteraction = false;
  104. PlayerPrefs.SetString("isFirstInteraction", "false");
  105. PlayerPrefs.Save();
  106. GameTool.PauseGameTime();
  107. string msg = GameTool.GetValueAtPath(EnviromentSetting.languageData, new string[] { "game_message", "first_touch_interactive", EnviromentSetting.languageCode });
  108. if (msg.Contains("<<dog_name>>"))
  109. {
  110. msg = msg.Replace("<<dog_name>>", dogProperty.dog_name);
  111. }
  112. MessageBoxController.ShowMessage(msg, () => GameTool.ResumeGameTime());
  113. }
  114. // 加载Interact animator controller,避免过于复杂的Animator Controller
  115. Animator animator = gameObject.GetComponent<Animator>();
  116. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>(DogBreedController.GetDogAnimationController(dogProperty.breed, "home_interact"));
  117. animator.runtimeAnimatorController = animatorController;
  118. float randomIndex = UnityEngine.Random.Range(0, 1f);
  119. animator.SetFloat("randomIndex", randomIndex);
  120. //this.dogState = "interact";
  121. this.dogState = DogState.INTERACT; // 设置狗的状态为交互状态
  122. this.interactLastUpdate = DateTime.Now;
  123. this.moveToLocation = new Vector3(0f, 0f, -3f);
  124. this.isMovingToPlayer = true;
  125. // 如果狗距离超出一定范围才开始移动
  126. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  127. Debug.Log(this.gameObject.name + "interact move to player distance:" + distance);
  128. if (distance > 2.5f)
  129. {
  130. this.animator.SetTrigger("move"); // 切换为走路动画
  131. this.animator.SetBool("isMoving", true); // 保持为走路动画
  132. this.animator.SetFloat("moveSpeed", 0.5f);
  133. }
  134. else
  135. {
  136. this.animator.SetBool("isMoving", false);
  137. this.gameObject.transform.LookAt(new Vector3(0f, 1f, -8f));
  138. this.isMovingToPlayer = false;
  139. }
  140. }
  141. public void MovetoPlayer()
  142. {
  143. // 如果距离目标小于0.5米就把速度调整为零
  144. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  145. {
  146. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  147. this.SetMoveSpeed(0);
  148. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  149. }
  150. // 如果狗距离到达重点就停止跑步动画
  151. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  152. //Debug.Log(this.gameObject.name + "interact move to player distance:" + distance);
  153. if (distance > 2.5f) // 一定距离内就开始停下来,否则刹不住
  154. {
  155. this.gameObject.transform.LookAt(moveToLocation);
  156. this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画
  157. }
  158. else
  159. {
  160. this.animator.SetBool("isMoving", false);
  161. this.gameObject.transform.LookAt(new Vector3(0f, 1f, -8f));
  162. this.isMovingToPlayer = false;
  163. }
  164. }
  165. // 交互行为计时器
  166. public bool InteractTimeout()
  167. {
  168. TimeSpan ts = new TimeSpan();
  169. ts = DateTime.Now - this.interactLastUpdate;
  170. if (ts.TotalSeconds > 10)
  171. {
  172. Debug.Log("InteractTimeout:" + this.gameObject.name);
  173. //this.dogState = "idle";
  174. this.dogState = DogState.IDLE;
  175. return true;
  176. }
  177. else { return false; }
  178. }
  179. // 交互动画行为计时器(暂时设定为6秒)
  180. public IEnumerator InteractAnimationCountDown()
  181. {
  182. TimeSpan ts = new TimeSpan();
  183. ts = DateTime.Now - this.interactAnimationStartTime;
  184. if (ts.TotalSeconds < EnviromentSetting.interactTimeoutSec)
  185. {
  186. yield return new WaitForSeconds(0.25f);
  187. }
  188. else
  189. {
  190. Debug.Log("InteractAnimation count down stop:" + this.gameObject.name);
  191. this.ResetAnimationStatus();
  192. }
  193. }
  194. public void ExitInteract()
  195. {
  196. // 结束交互行为,恢复原有的菜单
  197. this.dogState = DogState.IDLE;
  198. HomeController.Instance.SetDogsIsTrigger(true);
  199. // 恢复场景idle对应的Animator Controller
  200. Animator animator = gameObject.GetComponent<Animator>();
  201. RuntimeAnimatorController animatorController = Resources.Load<RuntimeAnimatorController>(DogBreedController.GetDogAnimationController(dogProperty.breed, "home_default"));
  202. animator.runtimeAnimatorController = animatorController;
  203. this.RandomMove();
  204. }
  205. // 狗播放问号的表情
  206. public void PlayQuestionMark()
  207. {
  208. var questionMark = gameObject.transform.Find("QuestionMarkParticle").gameObject;
  209. if (questionMark != null)
  210. {
  211. var particleQuestionMark = questionMark.GetComponent<ParticleSystem>();
  212. if (particleQuestionMark != null && !particleQuestionMark.isPlaying)
  213. {
  214. particleQuestionMark.Play();
  215. }
  216. }
  217. }
  218. #endregion
  219. #region 随机动作控制函数
  220. // 随机选择宠物动作
  221. public void IdleAnimation()
  222. {
  223. this.animationStartTime = DateTime.Now;
  224. this.animator.SetInteger("activeIndex", activeIndex);
  225. //Debug.Log("activeIndex:" + this.activeIndex);
  226. float randomIndex = UnityEngine.Random.Range(0, 1f);
  227. this.animator.SetFloat("randomIndex", randomIndex);
  228. //this.dogState = "idle";
  229. this.dogState = DogState.IDLE;
  230. //Debug.Log("randomIndex:" + randomIndex);
  231. }
  232. public void SetMoveSpeed(float speed)
  233. {
  234. this.moveSpeed = speed;
  235. }
  236. // 宠物随机移动
  237. public void RandomMove()
  238. {
  239. //this.animator.SetBool("isMoving", true);
  240. // 如果距离目标小于0.5米就把速度调整为零
  241. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  242. {
  243. //Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  244. this.SetMoveSpeed(0);
  245. //Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  246. }
  247. if (isMoving == false)
  248. {
  249. animationStartTime = DateTime.Now; // 设置动画开始时间
  250. float x = UnityEngine.Random.Range(-5f, 5f);
  251. float z = UnityEngine.Random.Range(0f, 5f);
  252. this.moveToLocation = new Vector3(x, 0, z);
  253. //Debug.Log("move to location:" + x + ", " + z);
  254. this.isMoving = true;
  255. //this.animator.SetTrigger("move");
  256. this.animator.SetBool("isMoving", true);
  257. animator.Play("move");
  258. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  259. }
  260. if (this.animator.GetBool("isMoving"))
  261. {
  262. this.gameObject.transform.LookAt(moveToLocation);
  263. this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画
  264. }
  265. // 如果狗距离到达重点就停止跑步动画
  266. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  267. if (distance < 0.1)
  268. {
  269. this.animator.SetBool("isMoving", false);
  270. //this.moveSpeed = 0.4f;
  271. this.isMoving = false;
  272. IdleAnimation();
  273. }
  274. }
  275. public void Sleep()
  276. {
  277. this.animator.SetTrigger("sleep");
  278. this.animator.SetBool("isSleeping", true);
  279. this.isSleeping = true;
  280. //this.dogState = "sleep";
  281. this.dogState = DogState.SLEEP;
  282. var zzzParticle = gameObject.transform.Find("zzzParticle").gameObject;
  283. if (zzzParticle != null)
  284. {
  285. zzzParticle.SetActive(true);
  286. }
  287. }
  288. public void Listen()
  289. {
  290. //StopCoroutine(movingCoroutine);
  291. //this.animator.SetTrigger("listen");
  292. ResetAnimationStatus();
  293. this.animator.SetBool("isListening", true);
  294. animator.Play("base");
  295. this.isSleeping = false; // 主人呼叫可以唤醒狗
  296. this.gameObject.transform.LookAt(new Vector3(0, 0, -6));
  297. HomeController.playerCam.Priority = 10;
  298. HomeController.dogCam.Priority = 1;
  299. HomeController.lastCameraChange = DateTime.Now;
  300. //this.dogState = "listen";
  301. this.dogState = DogState.LISTEN;
  302. }
  303. public IEnumerator RotationToPlayerAndListen()
  304. {
  305. //计算自己方向和player之间连线的夹角
  306. float rotationSpeed = 60f;
  307. float stopAngle = 15f; // 旋转最小角度,小于这个角度就不旋转
  308. Vector3 virtualLookAtTarget = new Vector3(0, 0, -6);
  309. Vector3 direction = virtualLookAtTarget - this.gameObject.transform.position;
  310. float targetAngle = Vector3.SignedAngle(this.gameObject.transform.forward, direction, Vector3.up); // 目标旋转角度
  311. if (MathF.Abs(targetAngle) <= stopAngle)
  312. {
  313. // 旋转角度小于指定度就不旋转
  314. Listen();
  315. yield break;
  316. }
  317. else
  318. {
  319. if (targetAngle > 0)
  320. {
  321. // 逆时针旋转
  322. this.animator.SetBool("isTurningLeft", true);
  323. if (IsPlayingAnimation("turn Left") == false)
  324. {
  325. this.animator.Play("turn Left");
  326. }
  327. this.gameObject.transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
  328. }
  329. else
  330. {
  331. // 顺时针旋转
  332. this.animator.SetBool("isTurningRight", true);
  333. if (IsPlayingAnimation("turn Right") == false)
  334. {
  335. this.animator.Play("turn Right");
  336. }
  337. this.gameObject.transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
  338. }
  339. }
  340. while (true)
  341. {
  342. yield return new WaitForSeconds(0.1f);
  343. // 再次计算夹角
  344. direction = virtualLookAtTarget - this.gameObject.transform.position;
  345. targetAngle = Vector3.SignedAngle(this.gameObject.transform.forward, direction, Vector3.up); // 目标旋转角度
  346. // Debug.Log("target angle:" + targetAngle);
  347. if (MathF.Abs(targetAngle) <= stopAngle)
  348. {
  349. this.animator.SetBool("isTurningLeft", false);
  350. this.animator.SetBool("isTurningRight", false);
  351. Listen();
  352. yield break;
  353. }
  354. else
  355. {
  356. if (targetAngle > 0)
  357. {
  358. // 逆时针旋转
  359. this.gameObject.transform.Rotate(0, rotationSpeed * Time.deltaTime, 0);
  360. }
  361. else
  362. {
  363. // 顺时针旋转
  364. this.gameObject.transform.Rotate(0, -rotationSpeed * Time.deltaTime, 0);
  365. }
  366. }
  367. }
  368. }
  369. #endregion
  370. #region 喝水,吃食等道具消费函数
  371. // 开始整个使用道具的流程
  372. public void StartItemConsume(ItemGroup group)
  373. {
  374. RemoveZzzParticle(); // 关闭睡觉粒子特效
  375. GameObject bowl = GameObject.Find("Bowl_water"); // 先指定一个碗,编译通过
  376. BoxCollider boxCollider = gameObject.GetComponent<BoxCollider>(); // 喝水吃饭场景关闭isTrigger
  377. boxCollider.isTrigger = false;
  378. this.itemConsumeProgress = true; // 开启使用道具过程
  379. //this.dogState = "itemConsume";
  380. this.dogState = DogState.ITEM_CONSUME;
  381. if (group == ItemGroup.WATER)
  382. {
  383. bowl = GameObject.Find("Bowl_water"); // 开启整个喝水的进程
  384. }
  385. if (group == ItemGroup.FOOD)
  386. {
  387. bowl = GameObject.Find("Bowl_food"); // 开启整个吃食物的进程
  388. }
  389. this.moveToLocation = bowl.transform.position;
  390. this.isMovingToBowl = true;
  391. this.animator.SetTrigger("move"); // 切换为走路动画
  392. this.animator.SetBool("isMoving", true); // 保持为走路动画
  393. this.animator.SetFloat("moveSpeed", this.moveSpeed);
  394. }
  395. public void MovetoBowl()
  396. {
  397. // 如果距离目标小于0.5米就把速度调整为零
  398. if (Vector3.Distance(moveToLocation, this.gameObject.transform.position) < 0.5f)
  399. {
  400. Debug.Log(this.gameObject.name + "current move speed:" + moveSpeed);
  401. this.SetMoveSpeed(0);
  402. Debug.Log(this.gameObject.name + "reduce move speed:" + moveSpeed);
  403. }
  404. var vamUI = GameObject.Find("VoiceAndMenu");
  405. if (vamUI != null)
  406. {
  407. vamUI.SetActive(false);
  408. }
  409. this.gameObject.transform.LookAt(moveToLocation);
  410. this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, dogProperty.runSpeed * (1 + moveSpeed) * 0.02f * moveSpeedAdj); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应RM动画
  411. //this.gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position, moveToLocation, (100+dogProperty.runSpeed) * (1 + moveSpeed) * 0.02f * 0.015f); // 第一个0.02对应50帧fixupdate画面,后面一个数字对应速度调整,对应IF动画
  412. //Debug.Log("current position:" + gameObject.transform.position.x + "z:" + gameObject.transform.position.z);
  413. // 如果狗距离到达重点就停止跑步动画
  414. float distance = Vector3.Distance(gameObject.transform.position, moveToLocation);
  415. if (distance < 0.1)
  416. {
  417. this.animator.SetBool("isMoving", false);
  418. }
  419. }
  420. public IEnumerator DrinkAnimation()
  421. {
  422. this.animator.SetBool("isMoving", false); // 关闭移动动画
  423. TimeSpan ts = new TimeSpan();
  424. var targetBowl = GameObject.Find("Bowl_water");
  425. // 摄像头看向水盆位置
  426. HomeController.dogCam.m_LookAt = targetBowl.transform;
  427. HomeController.dogCam.Priority = 10;
  428. HomeController.playerCam.Priority = 1;
  429. float intakeTime;
  430. if (dogProperty.thirsty >= 90)
  431. {
  432. intakeTime = shortIntakeTime; // 如果狗口渴程度大于90,喝水时间为短时间
  433. }
  434. else
  435. {
  436. intakeTime = longIntakeTime; // 否则喝水时间为长时间
  437. }
  438. while (ts.TotalSeconds < intakeTime)
  439. {
  440. yield return new WaitForSeconds(0.25f);
  441. ts = DateTime.Now - this.drinkStartTime;
  442. //Debug.Log("结束饮水过程:" + ts.TotalSeconds);
  443. // 狗一致看向碗,确保就算被撞击后依然看向碗
  444. this.gameObject.transform.LookAt(targetBowl.transform.position);
  445. }
  446. // 结束吃狗粮动画
  447. this.animator.SetBool("isEating", false);
  448. itemConsumeProgress = false; // 关闭整个道具使用的进程
  449. dogState = DogState.IDLE;
  450. QuitItemConsume();
  451. if (!HomeController.Instance.isHideBowlRunning)
  452. {
  453. HomeController.Instance.StartCoroutine(HomeController.Instance.HideBowlAfterItemConsume(ItemGroup.WATER)); // 启动碗隐藏的协程
  454. }
  455. }
  456. public IEnumerator EatAnimation()
  457. {
  458. this.animator.SetBool("isMoving", false); // 关闭移动动画
  459. TimeSpan ts = new TimeSpan();
  460. var targetBowl = GameObject.Find("Bowl_food");
  461. // 摄像头看向盆位置
  462. HomeController.dogCam.m_LookAt = targetBowl.transform;
  463. HomeController.dogCam.Priority = 10;
  464. HomeController.playerCam.Priority = 1;
  465. float intakeTime;
  466. if (dogProperty.satiety >= 90)
  467. {
  468. intakeTime = shortIntakeTime; // 如果狗饱腹程度大于90,喝水时间为短时间
  469. }
  470. else
  471. {
  472. intakeTime = longIntakeTime; // 否则喝水时间为长时间
  473. }
  474. while (ts.TotalSeconds < intakeTime)
  475. {
  476. yield return new WaitForSeconds(0.25f);
  477. ts = DateTime.Now - this.eatStartTime;
  478. // 狗一致看向碗,确保就算被撞击后依然看向碗
  479. this.gameObject.transform.LookAt(targetBowl.transform.position);
  480. }
  481. // 结束吃狗粮动画
  482. this.animator.SetBool("isEating", false);
  483. itemConsumeProgress = false; // 关闭整个道具使用的进程
  484. dogState = DogState.IDLE;
  485. QuitItemConsume();
  486. if (!HomeController.Instance.isHideBowlRunning)
  487. {
  488. HomeController.Instance.StartCoroutine(HomeController.Instance.HideBowlAfterItemConsume(ItemGroup.FOOD)); // 启动碗隐藏的协程
  489. }
  490. }
  491. public void QuitItemConsume()
  492. {
  493. // var uiPlaceholder = GameObject.Find("UI Placeholder");
  494. // var vamUI = uiPlaceholder.transform.Find("VoiceAndMenu").gameObject;
  495. // vamUI.SetActive(true);
  496. BoxCollider boxCollider = gameObject.GetComponent<BoxCollider>(); // 喝水吃饭场景关闭isTrigger
  497. boxCollider.isTrigger = true;
  498. this.moveSpeed = UnityEngine.Random.Range(0.3f, 0.6f);
  499. RandomMove();
  500. }
  501. #endregion
  502. }
  503. // Change the accessibility of the DogState enum to public to match the accessibility of the field "dog_state".
  504. public enum DogState
  505. {
  506. ITEM_CONSUME,
  507. IDLE,
  508. TRAINING,
  509. INTERACT,
  510. SLEEP,
  511. LISTEN
  512. }