本文整理汇总了C#中NPC.SetCharacterPortrait方法的典型用法代码示例。如果您正苦于以下问题:C# NPC.SetCharacterPortrait方法的具体用法?C# NPC.SetCharacterPortrait怎么用?C# NPC.SetCharacterPortrait使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类NPC
的用法示例。
在下文中一共展示了NPC.SetCharacterPortrait方法的10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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: InitialEmotionState
public InitialEmotionState(NPC toControl, string currentDialogue)
: base(toControl, "...")
{
toControl.SetCharacterPortrait(StringsNPC.Sad);
AppleReaction = new Reaction();
AppleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Apple, new DispositionDependentReaction(AppleReaction));
FishingRodReaction = new Reaction();
FishingRodReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.FishingRod, new DispositionDependentReaction(FishingRodReaction));
PlushieReaction = new Reaction();
PlushieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.TimeWhale, new DispositionDependentReaction(PlushieReaction));
ToolBoxReaction = new Reaction();
ToolBoxReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Toolbox, new DispositionDependentReaction(ToolBoxReaction));
SeaShellReaction = new Reaction();
SeaShellReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Seashell, new DispositionDependentReaction(SeaShellReaction));
RoseReaction = new Reaction();
RoseReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Rose, new DispositionDependentReaction(RoseReaction));
CaptainsLogReaction = new Reaction();
CaptainsLogReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.CaptainLog, new DispositionDependentReaction(CaptainsLogReaction));
ToySwordReaction = new Reaction();
ToySwordReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.ToySword, new DispositionDependentReaction(ToySwordReaction));
RopeReaction = new Reaction();
RopeReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Rope, new DispositionDependentReaction(RopeReaction));
VegetableReaction = new Reaction();
VegetableReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Vegetable, new DispositionDependentReaction(VegetableReaction));
ToyPuzzleReaction = new Reaction();
ToyPuzzleReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.ToyPuzzle, new DispositionDependentReaction(ToyPuzzleReaction));
ToyBoatReaction = new Reaction();
ToyBoatReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.ToyBoat, new DispositionDependentReaction(ToyBoatReaction));
FluteReaction = new Reaction();
FluteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(FluteReaction));
ShovelReaction = new Reaction();
ShovelReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Shovel, new DispositionDependentReaction(ShovelReaction));
ApplePieReaction = new Reaction();
ApplePieReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.ApplePie, new DispositionDependentReaction(ApplePieReaction));
LillySeedsReaction = new Reaction();
LillySeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.LilySeeds, new DispositionDependentReaction(LillySeedsReaction));
TulipSeedsReaction = new Reaction();
TulipSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.TulipSeeds, new DispositionDependentReaction(TulipSeedsReaction));
SunflowerSeedsReaction = new Reaction();
SunflowerSeedsReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.SunflowerSeeds, new DispositionDependentReaction(SunflowerSeedsReaction));
PendantReaction = new Reaction();
PendantReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Pendant, new DispositionDependentReaction(PendantReaction));
NoteReaction = new Reaction();
NoteReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Note, new DispositionDependentReaction(NoteReaction));
HarpReaction = new Reaction();
HarpReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(HarpReaction));
WhatsYourNameChoice = new Choice("What's your name?", "......");
WhatsYourNameReaction = new Reaction();
WhatsYourNameReaction.AddAction(new NPCCallbackAction(UpdateWhatsYourName));
WhatsYourNameReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allChoiceReactions.Add(WhatsYourNameChoice, new DispositionDependentReaction(WhatsYourNameReaction));
AreYouNewChoice = new Choice("Are you new?", "......");
AreYouNewReaction = new Reaction();
AreYouNewReaction.AddAction(new NPCCallbackAction(UpdateAreYouNew));
AreYouNewReaction.AddAction(new UpdateCurrentTextAction(toControl, "......"));
_allChoiceReactions.Add(AreYouNewChoice, new DispositionDependentReaction(AreYouNewReaction));
//.........这里部分代码省略.........
示例2: DidntGiveApple
public void DidntGiveApple(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.Sad);
SetDefaultText("Ohh... Ok.");
GUIManager.Instance.CloseInteractionMenu();
FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachUpsetFlag);
}
示例3: GiveApple
public void GiveApple(NPC toControl)
{
SetDefaultText("Hey, thanks!");
toControl.SetCharacterPortrait(StringsNPC.Happy);
GUIManager.Instance.RefreshInteraction();
GUIManager.Instance.CloseInteractionMenu();
FlagManager.instance.SetFlag(FlagStrings.oldCarpenterActivateGoToBeachHappyFlag);
}
示例4: setPortraitYelling
public void setPortraitYelling(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Yelling);
}
示例5: MethodA
public void MethodA(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.Sad);
}
示例6: setPortraitSmile
public void setPortraitSmile(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Smile);
}
示例7: setPortraitNormal
public void setPortraitNormal(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld);
}
示例8: setPortraitHappy
public void setPortraitHappy(NPC toControl)
{
toControl.SetCharacterPortrait(StringsNPC.CarpenterSonOld + StringsNPC.Happy);
}
示例9: HappyForCastleMan
public HappyForCastleMan(NPC toControl, string currentDialogue)
: base(toControl, currentDialogue)
{
toControl.SetCharacterPortrait(StringsNPC.Happy);
toControl.ChangeFacialExpression(StringsNPC.Happy);
curiousAboutSon.AddAction(new NPCCallbackAction(AskAboutSon));
askToPlayMusic.AddAction(new UpdateDefaultTextAction(toControl, "I always wanted to play something compliments the seasons."));
askToPlayMusic.AddAction(new NPCCallbackAction(ClearAllChoices));
Action takeItemFromPlayer = new NPCTakeItemAction(toControl);
Action textBoxUpdate = new UpdateCurrentTextAction(toControl, "This is perfect! I will be playing melodies around town.");
Action defaultTextUpdate = new UpdateDefaultTextAction(toControl, "There is nothing better than serenading under the sunlight");
CreateInstrumentReactions (toControl, takeItemFromPlayer, textBoxUpdate, defaultTextUpdate);
//Add schedule action here
_allChoiceReactions.Add(askAboutSon, new DispositionDependentReaction(curiousAboutSon));
_allChoiceReactions.Add(playMusicialInstrument, new DispositionDependentReaction(askToPlayMusic));
_allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playHarp));
_allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playFlute));
}
示例10: DispleasedWithSon
public DispleasedWithSon(NPC toControl, string currentDialogue)
: base(toControl, currentDialogue)
{
toControl.SetCharacterPortrait(StringsNPC.Sad);
toControl.ChangeFacialExpression(StringsNPC.Sad);
playUnwantedInstrument.AddAction(new NPCCallbackAction(ClearAllChoices));
playUnwantedInstrument.AddAction(new UpdateCurrentTextAction(toControl, "Not now, maybe later."));
LikesThePlayerReactions(toControl);
HatesThePlayerReactions(toControl);
sayNothing.AddAction(new NPCCallbackAction(ActAsAMime));
_allChoiceReactions.Add (ambivalent, new DispositionDependentReaction(sayNothing));
_allItemReactions.Add(StringsItem.Harp, new DispositionDependentReaction(playUnwantedInstrument));
_allItemReactions.Add(StringsItem.Flute, new DispositionDependentReaction(playUnwantedInstrument));
}