Beispiel #1
0
 //Actors and Sensors
 private void LoadData()
 {
     simulator = new Simulator(modelItems); //modelItems-Liste wird an Simulator übergeben
     foreach (var item in simulator.Items)  //enthält die generierten Demo-Daten aus dem Simulator
     {
         if (item.ItemType.Equals(typeof(ISensor)))
         {
             SensorList.Add(item);
         }
         else if (item.ItemType.Equals(typeof(IActuator)))
         {
             ActorList.Add(item);
         }
     }
 }
Beispiel #2
0
        private void LoadData()
        {
            Simulator sim = new Simulator(modelItems);

            foreach (var item in sim.Items)
            {
                if (item.ItemType.Equals(typeof(ISensor)))
                {
                    SensorList.Add(item);
                }
                else if (item.ItemType.Equals(typeof(IActuator)))
                {
                    ActorList.Add(item);
                }
            }
        }
        public void GenerateData()
        {
            sim = new Simulator(ModelList);

            foreach (var item in sim.Items)
            {
                if (item.ItemType.Equals(typeof(ISensor)))
                {
                    SensorList.Add(item);
                }

                else if (item.ItemType.Equals(typeof(IActuator)))
                {
                    ActorList.Add(item);
                }
            }
        }
Beispiel #4
0
        //DemoDaten laden
        private void LoadData()
        {
            Simulator sim = new Simulator(modelItems);

            //ueberpruefen ob Sensor oder Actor und zu Liste hinzufuegen
            foreach (var item in sim.Items)
            {
                if (item.ItemType.Equals(typeof(ISensor)))
                {
                    SensorList.Add(item);
                }
                else if (item.ItemType.Equals(typeof(IActuator)))
                {
                    ActorList.Add(item);
                }
            }
        }
Beispiel #5
0
 public void AddEntity(IStoryEntityObject obj)
 {
     if (obj == null)
     {
         return;
     }
     if ((obj as IActor) != null)
     {
         ActorList.Add(obj as IActor);
         return;
     }
     if ((obj as IEvent) != null)
     {
         EventList.Add(obj as IEvent);
         return;
     }
     if ((obj as IStuff) != null)
     {
         StuffList.Add(obj as IStuff);
         return;
     }
     if ((obj as IGroup) != null)
     {
         GroupList.Add(obj as IGroup);
         return;
     }
     if ((obj as ITask) != null)
     {
         TaskList.Add(obj as ITask);
         return;
     }
     if ((obj as ILocation) != null)
     {
         LocationList.Add(obj as ILocation);
         return;
     }
 }
Beispiel #6
0
        protected void AddPartyToActorListNew()
        {
            foreach (PartyMember activePartyMember in SingletonBehavior <PartyManager> .Instance.GetActivePartyMembers())
            {
                int absoluteFormationIndex = SingletonBehavior <PartyManager> .Instance.GetAbsoluteFormationIndex(activePartyMember);

                if (absoluteFormationIndex >= 5)
                {
                    Debug.Log($"AddPartyToActorList: {activePartyMember.name} {absoluteFormationIndex}");
                }

                if (!(activePartyMember == null))
                {
                    if (activePartyMember.IsSecondaryPartyMember())
                    {
                        if (AnimalCompanionsFollowOwner && activePartyMember.PartyMemberData.MemberType == PartyMemberType.AnimalCompanion)
                        {
                            AIBehavior behavior = AIBehaviorManager.AllocateFollowBehavior();
                            activePartyMember.AIController.BehaviorStack.PushBehavior(behavior);
                        }
                    }
                    else
                    {
                        var gameObject = activePartyMember.gameObject;
                        if (!activePartyMember.IsPrimaryPartyMember())
                        {
                            activePartyMember.AIController.IgnoreAsCutsceneObstacle = true;
                        }

                        if (ActiveShot.UsePartyStartLocation && ActiveShot.PartyStartLocation != null)
                        {
                            if (ActiveShot.PartyStartLocation.Waypoints.Length - 1 < absoluteFormationIndex)
                            {
                                Array.Resize(ref ActiveShot.PartyStartLocation.Waypoints, absoluteFormationIndex + 1);
                            }

                            if (ActiveShot.PartyStartLocation.Waypoints[absoluteFormationIndex] == null)
                            {
                                ActiveShot.PartyStartLocation.Waypoints[absoluteFormationIndex] = new GameObject();
                                var neighbor = ActiveShot.PartyStartLocation.Waypoints[absoluteFormationIndex - 1] ?? ActiveShot.PartyStartLocation.Waypoints[0];
                                var position = neighbor.transform.position + Vector3.right;
                                var rotation = neighbor.transform.rotation;

                                ActiveShot.PartyStartLocation.Waypoints[absoluteFormationIndex].transform.SetPositionAndRotation(position, rotation);
                            }

                            var cutsceneWaypoint = new CutsceneWaypoint();
                            cutsceneWaypoint.owner       = gameObject;
                            cutsceneWaypoint.MoveType    = MovementType.Teleport;
                            cutsceneWaypoint.TeleportVFX = null;
                            cutsceneWaypoint.Location    = ActiveShot.PartyStartLocation.Waypoints[absoluteFormationIndex].transform;

                            SpawnWaypointList.Add(cutsceneWaypoint);
                        }

                        if (ActiveShot.UsePartyMoveLocation && ActiveShot.PartyMoveLocation != null)
                        {
                            if (ActiveShot.PartyMoveLocation.Waypoints.Length - 1 < absoluteFormationIndex)
                            {
                                Array.Resize(ref ActiveShot.PartyMoveLocation.Waypoints, absoluteFormationIndex + 1);
                            }

                            if (ActiveShot.PartyMoveLocation.Waypoints[absoluteFormationIndex] == null)
                            {
                                ActiveShot.PartyMoveLocation.Waypoints[absoluteFormationIndex] = new GameObject();
                                var neighbor = ActiveShot.PartyMoveLocation.Waypoints[absoluteFormationIndex - 1] ?? ActiveShot.PartyMoveLocation.Waypoints[0];
                                var position = neighbor.transform.position + Vector3.right;
                                var rotation = neighbor.transform.rotation;

                                ActiveShot.PartyMoveLocation.Waypoints[absoluteFormationIndex].transform.SetPositionAndRotation(position, rotation);
                            }

                            var cutsceneWaypoint = new CutsceneWaypoint();
                            cutsceneWaypoint.owner       = gameObject;
                            cutsceneWaypoint.MoveType    = MovementType.Teleport;
                            cutsceneWaypoint.TeleportVFX = null;
                            cutsceneWaypoint.Location    = ActiveShot.PartyMoveLocation.Waypoints[absoluteFormationIndex].transform;

                            SpawnWaypointList.Add(cutsceneWaypoint);
                        }

                        if (!ActorList.Contains(gameObject))
                        {
                            ActorList.Add(gameObject);
                        }
                    }
                }
            }
        }