Beispiel #1
0
 public void Refresh()
 {
     if (!HasParentDungeon)
     {
         //if dungeon chunk is -1 then it can be found in our chunk
         WorldChunk chunk = null;
         if (State.DungeonChunkID < 0)
         {
             chunk = worlditem.Group.GetParentChunk();
         }
         else
         {
             if (!GameWorld.Get.ChunkByID(State.DungeonChunkID, out chunk))
             {
                 Debug.Log("Couldn't get dungeon parent chunk in dungeon entrance " + name);
             }
         }
         if (!chunk.GetOrCreateDungeon(State.DungeonName, out ParentDungeon))
         {
             Debug.Log("Couldn't get parent dungeon in dungeon entrance " + name);
             return;
         }
     }
     ParentDungeon.OnEntranceVisible();
     Structures.AddMinorToload(State.EntranceStructure, 0, worlditem);
 }
Beispiel #2
0
        public void OnLocationGroupLoaded()
        {
            Structures.AddMinorToload(State.GraveyardStructure, 0, worlditem);

            if (!State.CreatedHeadstones)
            {
                //create headstones the first time we load the location group
                //after that they'll just load and unload normally
                WorldItem headstoneWorldItem = null;
                State.CreatedHeadstones = true;
                for (int i = 0; i < State.HeadstoneSpawnPoints.Count; i++)
                {
                    if (WorldItems.CloneRandomFromCategory(State.HeadstoneCategory, location.LocationGroup, State.HeadstoneSpawnPoints[i], out headstoneWorldItem))
                    {
                        headstoneWorldItem.Initialize();
                        HeadstoneAvatar hsa = headstoneWorldItem.Get <HeadstoneAvatar>();
                        if (i < State.Headstones.Count)
                        {
                            hsa.State.HeadstoneName = State.Headstones[i];
                        }
                        hsa.RefreshProps();
                    }
                }
            }
        }
Beispiel #3
0
        public void OnVisible()
        {
            //the spawner will take care of creating any NEW creatures
            //this function will take care of re-spawning any saved creatures
            Location location = null;

            if (worlditem.Is <Location>(out location))
            {
                WIGroup group = location.LocationGroup;
                if (!string.IsNullOrEmpty(State.DenStructure.TemplateName))
                {
                    Structures.AddMinorToload(State.DenStructure, 0, worlditem);
                }
            }
        }
Beispiel #4
0
 public IEnumerator SpawnMinorStructuresOverTime()
 {
     for (int i = 0; i < State.MinorStructures.Count; i++)
     {
         //they may have been asked to unload
         //so we'll need to wait until the structure manager is through with them
         while (mSpawningMinorStructures && Structures.IsUnloadingMinor(State.MinorStructures [i]))
         {
             Debug.Log("Waiting for minor structure to unload first");
             yield return(null);
         }
         Structures.AddMinorToload(State.MinorStructures [i], i, worlditem);
         yield return(null);
     }
     HasSpawnedMinorStructures = true;
     mSpawningMinorStructures  = false;
     yield break;
 }