void Awake() { middlingOffset = new Vector3((-2.5f + personSlotGap / 2), 0.0f, (-4.5f + personSlotGap / 2)); personSlots = new PersonSlot[personSlotX][]; personSlots[0] = new PersonSlot[personSlotY]; personSlots[1] = new PersonSlot[personSlotY]; personSlots[2] = new PersonSlot[personSlotY]; for (int i = 0; i < personSlotX; i++) { for (int j = 0; j < personSlotY; j++) { personSlots[i][j] = new PersonSlot(middlingOffset + new Vector3((i * personSlotSize) + (i * personSlotGap), 0.0f, (j * personSlotSize) + (j * personSlotGap)), 0); } } // Slot density determines crowd "fill rate" based on test settings personSlots[0][0].slotDensity = 5; personSlots[1][0].slotDensity = 2; personSlots[2][0].slotDensity = 5; personSlots[0][1].slotDensity = 4; personSlots[1][1].slotDensity = 6; personSlots[2][1].slotDensity = 3; personSlots[0][2].slotDensity = 6; personSlots[1][2].slotDensity = 1; personSlots[2][2].slotDensity = 6; personSlots[0][3].slotDensity = 3; personSlots[1][3].slotDensity = 6; personSlots[2][3].slotDensity = 4; personSlots[0][4].slotDensity = 5; personSlots[1][4].slotDensity = 2; personSlots[2][4].slotDensity = 5; }
public void RemoveSlot() { this.slot = null; if (this.smile != null) { ChangeSmile(1); } }
public void SetSlot(PersonSlot slot) { this.slot = slot; if (this.smile != null) { ChangeSmile(this.fogging); } }
private void SelectSlot(PersonSlot slot) { if (slot.IsEngaged()) { slot.UnsetPerson(); } else if (this.selected != null) { if ((slot.isDriverPlace && this.selected.isCap) || !slot.isDriverPlace) { if (this.selected.IsEngaged()) { this.selected.GetSlot().UnsetPerson(); } slot.SetPerson(this.selected); } } }
public void OnPointerClick(PointerEventData eventData) { if (IsActionable) { GameObject target = eventData.pointerCurrentRaycast.gameObject; PersonSpawner spawner = target.GetComponent <PersonSpawner>(); PersonSlot slot = target.GetComponent <PersonSlot>(); if (spawner != null) { SelectSpawner(spawner); } if (slot != null) { SelectSlot(slot); } } }
public bool equals(PersonSlot other) { return(this.smile.color == other.smile.color); }