Beispiel #1
0
    private void SpawnPlayersOld()
    {
        playerNetwork = new List <WorldEntityNetwork>();

        var pl1 = WorldEntityFabric.Character("zimmabue", "char01");
        var pl2 = WorldEntityFabric.Character("uriel", "char02");

        WorldEntityNetwork we1 = Instantiate(entityNetworkPrefab);

        we1.worldEntity        = pl1;
        we1.transform.position = new Vector3(pl1.position.x + 0.5f, pl1.position.y + 0.5f, -0.1f);

        playerNetwork.Add(we1);

        NetworkServer.Spawn(we1.gameObject);

        WorldEntityNetwork we2 = Instantiate(entityNetworkPrefab);

        we2.worldEntity        = pl2;
        we2.transform.position = new Vector3(pl2.position.x + 0.5f, pl2.position.y + 0.5f, -0.1f);

        playerNetwork.Add(we2);

        NetworkServer.Spawn(we2.gameObject);
    }
Beispiel #2
0
    public void View(WorldEntityNetwork entity)
    {
        _worldEntityNetwork = entity;
        itemName.text       = entity.worldEntity.name;

        _worldEntityNetwork.onWorldEntityChange = () => View(entity);
    }
Beispiel #3
0
    public void SpawnWorldEntity(WorldEntity entity)
    {
        _world.AddWorldEntity(entity);
        WorldEntityNetwork we = Instantiate(entityNetworkPrefab);

        we.worldEntity        = entity;
        we.transform.position = new Vector3(entity.position.x + 0.5f, entity.position.y + 0.5f, -0.1f);

        _allWorldEntityNetwork.Add(we);
        NetworkServer.Spawn(we.gameObject);
    }
    private void SetWorldEntity(string name)
    {
        var wes = FindObjectsOfType <WorldEntityNetwork>();

        foreach (var we in wes)
        {
            if (we.worldEntity.name == name)
            {
                _worldEntityNetwork = we;
            }
        }
    }
Beispiel #5
0
    public void View(WorldEntityNetwork entity)
    {
        _worldEntityNetwork = entity;
        var w = entity.worldEntity.weapon;

        weaponName.text    = entity.worldEntity.name;
        numberOfDices.text = w.numberOfDices.ToString();
        dice.value         = (int)w.dice;
        rangeMin.text      = w.rangeMin.ToString();
        rangeMax.text      = w.rangeMax.ToString();

        _worldEntityNetwork.onWorldEntityChange = () => View(entity);
    }
Beispiel #6
0
    private void SpawnPlayers()
    {
        playerNetwork = new List <WorldEntityNetwork>();

        foreach (var player in _world.GetPlayers())
        {
            WorldEntityNetwork netPlayer = Instantiate(entityNetworkPrefab);
            netPlayer.worldEntity        = player;
            netPlayer.transform.position = new Vector3(player.position.x + 0.5f, player.position.y + 0.5f, -0.1f);

            playerNetwork.Add(netPlayer);
            NetworkServer.Spawn(netPlayer.gameObject);
        }
    }
Beispiel #7
0
    private void SpawnWorldEntities()
    {
        var entities = _world.GetWorldEntities();

        foreach (var e in entities)
        {
            WorldEntityNetwork we = Instantiate(entityNetworkPrefab);
            we.worldEntity        = e;
            we.transform.position = new Vector3(e.position.x + 0.5f, e.position.y + 0.5f, -0.1f);

            _allWorldEntityNetwork.Add(we);
            NetworkServer.Spawn(we.gameObject);
        }
    }
Beispiel #8
0
    public void View(WorldEntityNetwork entity)
    {
        _worldEntityNetwork = entity;
        var c = entity.worldEntity.character;

        characterName.text = entity.worldEntity.name;
        classesLevel.text  = c.classesLevel;
        races.text         = c.races;
        alignment.text     = c.alignment;
        divinity.text      = c.divinity;
        age.text           = c.age;
        gender.text        = c.gender;
        height.text        = c.height.ToString();
        weight.text        = c.weight.ToString();
        eyes.text          = c.eyes;
        hair.text          = c.hair;
        skin.text          = c.skin;

        strenght.text     = c.strenght.ToString();
        dexterity.text    = c.dexterity.ToString();
        consitution.text  = c.consitution.ToString();
        intelligence.text = c.intelligence.ToString();
        wisdom.text       = c.wisdom.ToString();
        charisma.text     = c.charisma.ToString();

        armorClass.text        = c.armorClass.ToString();
        currentHitPoint.text   = c.currentHitPoint.ToString();
        temporaryHitPoint.text = c.temporaryHitPoint.ToString();
        speed.text             = c.speed.ToString();

        st_strenght.text     = c.st_strenght.ToString();
        st_dexterity.text    = c.st_dexterity.ToString();
        st_constitutio.text  = c.st_constitutio.ToString();
        st_intelligence.text = c.st_intelligence.ToString();
        st_wisdom.text       = c.st_wisdom.ToString();
        st_charisma.text     = c.st_charisma.ToString();

        _worldEntityNetwork.onWorldEntityChange = () => View(entity);
    }
Beispiel #9
0
    public void View(WorldEntityNetwork worldEntityNet, bool isEditable)
    {
        characterInfoUI.gameObject.SetActive(false);
        weaponInfoUI.gameObject.SetActive(false);
        itemInfoUI.gameObject.SetActive(false);
        armorInfoUI.gameObject.SetActive(false);

        switch (worldEntityNet.worldEntity.type)
        {
        case WorldEntityType.Character:
            characterInfoUI.gameObject.SetActive(true);
            characterInfoUI.isEditable = isEditable;
            characterInfoUI.View(worldEntityNet);
            break;

        case WorldEntityType.Container:
            itemInfoUI.gameObject.SetActive(true);
            itemInfoUI.isEditable = isEditable;
            itemInfoUI.View(worldEntityNet);
            break;

        case WorldEntityType.Weapon:
            weaponInfoUI.gameObject.SetActive(true);
            weaponInfoUI.isEditable = isEditable;
            weaponInfoUI.View(worldEntityNet);
            break;

        case WorldEntityType.Armour:
            armorInfoUI.gameObject.SetActive(true);
            armorInfoUI.isEditable = isEditable;
            armorInfoUI.View(worldEntityNet);
            break;

        default:
            break;
        }
    }