Beispiel #1
0
 private void InitialiseEverything()
 {
     RNG.SetSeed(DateTime.Now.Millisecond);
     ScriptingEngine.Initialise();
     ObjectIcons.Load();
     NeedHandler.Initialise();
     AbilityHandler.Initialise();
     JobHandler.Initialise();
     CultureHandler.Initialise();
     MaterialHandler.Initialise();
     ItemHandler.LoadItems();
     NameProvider.Initialise();
     EntityTemplateHandler.Initialise();
 }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        InitialiseEverything();

        m_StateManager = new StateManager();

        Entity thief = WorldState.EntityHandler.Create(EntityTemplateHandler.Get("Human"), EntityNeed.GetFullRandomisedNeeds(), 1, JobHandler.Get("Thief"), Sex.Neutral, Sexuality.Bisexual, Vector2Int.zero, ObjectIcons.GetSprites("Jobs", "Thief"), null);

        thief.PlayerControlled = true;

        m_StateManager.ChangeState(new WorldCreationState(thief));

        GameObject.Find("NeedsText").GetComponent <GUINeedsAlert>().SetPlayer(thief);
    }
Beispiel #3
0
        private void NextState(object sender, EventArgs eventArgs)
        {
            Sex m_Playersex = (Sex)m_sexIndex;

            Dictionary <NeedIndex, EntityNeed> needs = EntityNeed.GetFullRandomisedNeeds();

            EntityTemplate humanTemplate = EntityTemplateHandler.Get("Human");

            m_Player = WorldState.EntityHandler.Create(humanTemplate, needs, 1, m_Jobs[m_JobIndex], m_Playersex, Sexuality.Bisexual, new UnityEngine.Vector2Int(-1, -1),
                                                       ObjectIcons.GetSprites("Jobs", m_Jobs[m_JobIndex].name).ToList(), null);

            m_Player.PlayerControlled = true;

            m_Player.AddItem(new ItemInstance(ItemHandler.GetSpecificItem("Lantern"), new UnityEngine.Vector2Int(-1, -1), true));
        }