public CrowdController() { venue = GameObject.Find("Venue").GetComponent <BaseVenue>(); audience = new List <CrowdStateMachine>(); // generate audience: determine audience size by venue, popularity, ... ? GameObject startObj = GameObject.Find("CrowdStartPosition"); startObj.gameObject.GetComponent <SpriteRenderer>().sortingLayerName = "Background"; firstPosition = startObj.transform.position; Vector3 position = firstPosition; int crowdNum = Random.Range(5, venue.maxOccupancy); int cols = 1; for (int i = 0; i < 6; ++i) { GameObject audMember = (GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath <Object>( "Assets/Prefabs/CrowdMember.prefab"); GameObject clone = GameObject.Instantiate(audMember /*, position, audMember.transform.rotation*/); clone.transform.position = position; CrowdStateMachine csm = clone.GetComponent <CrowdStateMachine>(); audience.Add(csm); position.y += .5f; position.x += .2f; position.z += .11f; if (position.y > -.66) { position = firstPosition; position.x = firstPosition.x + (1) * cols++; } } }
public PriceTag(string itemName, decimal price, BaseVenue venue) : base(itemName, price, venue) { }