Beispiel #1
0
/*	public void RemoveEnemy(GameObject enemy, bool stay){
 *              Person2 p = enemy.GetComponent<Person2>();
 *              enemy.transform.position -= new Vector3(-100,0,0);// hide off-screen for a bit
 *              occupants.Remove (p);
 *              game.CheckOutEnemy (p, stay);
 *      }*/

    // Called at the beginning of the night
    public bool CheckIn()
    {
        foreach (Person2 p in occupants)
        {
            if (p != null)
            {
                p.Exit(true);
            }
        }
        foreach (Node n in nodes)
        {
            n.BoxDisable();
        }
        occupants.Clear();
        if (open && items.Count > 0)
        {
            // calculate quality
            int totalcost = 0;
            foreach (GameObject g in items)
            {
                if (g != null)
                {
                    totalcost += g.GetComponent <Furniture>().buyCost;
                    if (g.GetComponent <Furniture>() is Trap)
                    {
                        (g.GetComponent <Furniture>() as Trap).Reset();
                    }
                }
            }
            quality = (totalcost / 100) + 1;
//			Debug.Log(name+" quality: "+quality);
            GameObject personGen = RandomPerson(true);
            GameObject pero      = Instantiate(personGen, spawnPosition, Quaternion.identity) as GameObject;
            Person2    p         = pero.GetComponent <Person2>();
            p.SetRoom(this);
            occupants.Add(p);
            for (int i = 0; i < UnityEngine.Random.Range(1, 4); i++)
            {
                personGen = RandomPerson(false);
                pero      = Instantiate(personGen, spawnPosition, Quaternion.identity) as GameObject;
                p         = pero.GetComponent <Person2>();
                p.SetRoom(this);
                occupants.Add(p);
            }
            game.money += quality * 5;
            return(true);
        }
        else
        {
            return(false);
        }
    }
Beispiel #2
0
    // the priest or thug enters/exits a room
    public void AddEnemy(GameObject enemy)
    {
        GameObject g = Instantiate(enemy, spawnPosition, Quaternion.identity) as GameObject;

        g.transform.position = spawnPosition;
        Person2 p = g.GetComponent <Person2>();

        p.SetRoom(this);
        occupants.Add(p);
    }