void Awake()
    {
        smartSystem  = new smartManager();
        player       = GameObject.FindGameObjectWithTag("Player").GetComponent <CharacterEmotion>();
        questManager = new QuestManager();
        thingManager = new ThingManager();
        currentQuest = questManager.getCurrentQuest(0); //let default quest is mission 0
        currentMap   = Application.loadedLevelName;

        //change default quest from incomplete to inprogress
        UpdateQuestStatus();

        //total victim in game
        victimList = new VictimList();
        victimList.addVictim(new Victim(1, false, false, SpawnV.one));
        victimList.addVictim(new Victim(2, false, false, SpawnV.one));
        victimList.addVictim(new Victim(3, false, false, SpawnV.one));
        victimList.addVictim(new Victim(4, false, false, SpawnV.one));
        victimList.addVictim(new Victim(5, false, false, SpawnV.one));
        victimList.addVictim(new Victim(6, false, false, SpawnV.one));
        victimList.addVictim(new Victim(7, false, false, SpawnV.one));
        victimList.addMap(new int[] { 3, 14, 15, 17, 19, 21, 22, 26, 32 }, new int[] { 1, 1, 1, 1, 1, 1, 2, 1, 1 });
        victimList.randomVictim();

        statMsg = GameObject.FindGameObjectWithTag("StatMessage");
        statMsg.SetActive(false);
        questMsg = GameObject.FindGameObjectWithTag("QuestMessage");
        questMsg.SetActive(false);
    }
Beispiel #2
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        internal VictimList Update(Creature selfCreature, Creature otherCreature, Map map)
        {
            // Update input nodes
            nodeList[0][0].JudgeCreature(selfCreature, otherCreature);
            nodeList[0][1].Update(otherCreature, map);
            nodeList[0][2].Update(otherCreature, map);

            // Update output nodes nodes
            // Erase values
            for (int i = 1; i < nodeList.Count; i++)
            {
                foreach (Node node in nodeList[i])
                {
                    node.value = 0;
                }
            }
            // Add each synapse
            foreach (Synapse synapse in synapseList)
            {
                synapse.Update();
            }
            // Add creature to victim list
            VictimList victim = new VictimList();

            victim.victim = otherCreature;
            victim.value  = nodeList[1][0].value;
            return(victim);
        }
 /// <summary>
 /// Constructor that accepts values for all mandatory fields
 /// </summary>
 ///<param name="refId">The unique identifier (GUID) of this discipline incident.</param>
 ///<param name="schoolYear">School year in which the incident occurred, and for which the information is applicable, expressed as the four-digit year in which the school year ends (e.g., "2007" for the 2006-07 school year).</param>
 ///<param name="agencyReporting">An AgencyReporting</param>
 ///<param name="incidentNumber">The locally-defined unique identifier (within the school or school district) to identify this specific incident or occurrence.</param>
 ///<param name="incidentDate">The date when the incident occurred.</param>
 ///<param name="incidentTime">The time when the incident occurred.</param>
 ///<param name="incidentLocation">The locally-defined identifier or description of the location where the incident occurred.</param>
 ///<param name="incidentCategory">An IncidentCategory</param>
 ///<param name="offenderList">An OffenderList</param>
 ///<param name="victimList">A VictimList</param>
 ///
 public DisciplineIncident( string refId, int? schoolYear, AgencyReporting agencyReporting, string incidentNumber, DateTime? incidentDate, IncidentTime incidentTime, IncidentLocation incidentLocation, IncidentCategory incidentCategory, OffenderList offenderList, VictimList victimList )
     : base(Adk.SifVersion, StudentDTD.DISCIPLINEINCIDENT)
 {
     this.RefId = refId;
     this.SchoolYear = schoolYear;
     this.AgencyReporting = agencyReporting;
     this.IncidentNumber = incidentNumber;
     this.IncidentDate = incidentDate;
     this.IncidentTime = incidentTime;
     this.IncidentLocation = incidentLocation;
     this.IncidentCategory = incidentCategory;
     this.OffenderList = offenderList;
     this.VictimList = victimList;
 }