Beispiel #1
0
 void Awake()
 {
     if (manager == null)
     {
         DontDestroyOnLoad(gameObject);
         manager = this;
     }
     else if (manager != this)
     {
         Destroy(gameObject);
     }
 }
Beispiel #2
0
	public void OnClick()
	{
		if(GUIDeathpanel == null)
		{
			deathCont = GameObject.FindGameObjectWithTag("MainCamera").transform.FindChild("popUp").transform.FindChild("deathLog").gameObject;


			GUIDeathpanel = GameObject.FindGameObjectWithTag("MainCamera").transform.FindChild("popUp").GetComponent<UIPanel>();
			GUIMainpanel = GameObject.FindGameObjectWithTag("MainCamera").transform.FindChild("inGame").gameObject.GetComponent<UIPanel>();
			GUIDeathList = deathCont.transform.FindChild("deathlist").GetComponent<UILabel> ();
			manager = GameObject.FindGameObjectWithTag ("eventManager").GetComponent<eventManager> ();
			chart = GUIMainpanel.transform.FindChild("Chart").gameObject;
		}
		GameObject.FindGameObjectWithTag ("MainCamera").transform.FindChild ("popUp").transform.FindChild ("options").gameObject.SetActive(false);
		GameObject.FindGameObjectWithTag("MainCamera").transform.FindChild("popUp").transform.FindChild("charViewer").gameObject.SetActive(false);
		deathCont.SetActive (true);

		GUIDeathpanel.enabled = true;
		GUIMainpanel.enabled = false;
		GUIDeathList.text = manager.getDeathMessages ();
		chart.SetActive (false);
	}
Beispiel #3
0
	public personSim(int currentYear, float maleMod = 0, personSim guard1 = null, personSim guard2 = null)
	{
		evManager = GameObject.FindGameObjectWithTag ("eventManager").GetComponent<eventManager> ();
		children = new List<personSim> ();
		yearBorn = currentYear;
		isAlive = true;
		this.guard1 = guard1;
		this.guard2 = guard2;
		
		//assign gender
		if(UnityEngine.Random.value >= 0.5f + -maleMod)
		{
			isMale = true;
		}
		else
		{
			isMale = false;
		}

		if(guard1 != null && guard2 != null && guard1.isMale != guard2.isMale)
		{
			//guardians are biological parents, randomly inherit features!
			if(UnityEngine.Random.value >= 0.5f)		
				this.eyeColour = guard1.eyeColour;
			else
				this.eyeColour = guard2.eyeColour;

			if(UnityEngine.Random.value >= 0.5f)		
				this.hairColour = guard1.hairColour;
			else
				this.hairColour = guard2.hairColour;

			if(UnityEngine.Random.value >= 0.5f)		
				this.hairDescription = guard1.hairDescription;
			else
				this.hairDescription = guard2.hairDescription;

			//I'm old fashioned....
			if(guard1.isMale)
				generateName (guard1.surname);
			else
				generateName (guard2.surname);

		}

		else
		{
			if (guard1 != null && guard2 != null && guard1.isMale == guard2.isMale)
			{
				//child is adopted, take name only
				if(UnityEngine.Random.value >= 0.5f)		
					generateName(guard1.surname);
				else
					generateName(guard2.surname);
			}
			else generateName();//no parents given, randomly gen everything

			maidenName = surname;
			eyeColour = eyeColours[UnityEngine.Random.Range(0, eyeColours.Length)];
			hairColour = hairColours[UnityEngine.Random.Range(0, hairColours.Length)];
			hairDescription = hairModifiers[UnityEngine.Random.Range(0, hairModifiers.Length)] + ", " + hairTypes[UnityEngine.Random.Range(0, hairTypes.Length)];
		}
		

	}
 private void Awake()
 {
     current = this;
 }